Shortcuts and skips
9 years ago

The game runs on 64-bit Debian 8. The command prints: Oct 29 1999, 12:09:14 Release

http://www109.zippyshare.com/v/hwHHounW/file.html I'm attaching more savegames which I'll use as a reference. Always hold the forward key to make Indy run straight.

  1. Indy should be able to clip through in about 1m00s-1m10s - make sure you move him a bit to the right (with holding the forward key) after a clear "embed" to make him finish faster.
  2. Indy should be able to clip through in about 2m50s. He couldn't have been positioned so close to the door as in previous save.
  3. Press and hold the forward key. At about 5m40s Indy should begin to clip through, the clipping becomes much more noticeable at 9m10s and finishes at 9:26. There clearly is a way to do this faster that involves jumping at some times as I managed to finish in 4m50s, but can't replicate this >.<
  4. The fastest one. Press and hold forward until Indy stops bumping and attempts to run in a straight line. Move him a bit to the right as in the first savegame so he gets much closer to the barrier (the "clear embed" as in the first savegame). Then move him a bit to the left - to the previous angle. He should return back to the place where he stopped bumping but still be that close to the barrier. Then manipulate him slightly right, left, right so he clips through. The entire process can take up to 7 seconds - yes, it's that fast. Remember: never release the forward key ! If this isn't clear enough, I'll try to make a video
Molotok likes this
Germany

Didn´t know this game runs on Linux, lol. Oh well my version says: Jan 28, 2000, 07:53:27 Release. I guess the 64-bit Installer patches the game to the newest version and it might explain why you still have those weapon holster game crashes. Else it doesn´t seem to matter because I still could do most of the tricks you posted on my version too.

And thanks for the save games btw. I could verify number 4, you can really bypass quickly there. As for the others, I didn´t manage yet. I also tested that it should take somewhere ~ 5:00 - 5:30 mins longer to do the following: ( 1st Marduk fight - load whip once - whip 2 platforms - get blue gem - chalk roll down - open blue door ) than getting to the blue door right away. You said you managed to get through in less than 5 mins, so bypassing the door should be the faster strat. it would also remove the annoying Marduk RNG if a reliable way is found. And it would make it pretty hilarious since you don´t even need to fight/see the final boss.

Do you think it is possible in other levels too? Palawan Volcano and Temple have a few closed doors that might be shortcuts.

It runs, but suffers from some exclusive-to-this glitches like the dialog boxes not drawing properly until something redraws them or their parts (like pressing TAB and arrow keys), complete lack of fog effects, Indy turning much faster (almost with speed of light when holding the walk key and turning). This makes me wonder if most of the clipping-through glitches could have been fixed in the patched version...

I'll take a look at the Aetherium door sometime in future. If I won't post anything related to that, then it means I wasn't able to figure out the fastest algorithm of performing.

Saves: http://www56.zippyshare.com/v/QUzBRhfN/file.html The only door I managed to clip through in Volcano is... the one that leads to the ending cutscene. So you can freely explore the dark corridor, preferably with a lighter and finish by triggering the final cutscene from the inside. Useless for a speedrun. The crate can be pushed and pulled that far. Yes, it levitates - its level is the exact same as the ground's where it normally is found. http://i.imgur.com/a81KgQUl.png

In Temple the Red Tiki Key door can be bypassed very quickly, but for now I'll be against doing this - we'll need the Red Tiki Key later. The Shark Key door also can be bypassed quickly. Press and hold the forward key. At about 0m30s start turning Indy right, left, right, left, right, ... just like with the Aetherium barrier, but more times. The best time I got is 57 seconds. The Monkey Key door we don't want to clip-through. It takes about a few minutes. It's much better to backwards-roll from the bridge's rope to the Key pit, grab it and continue normally. It seems like by cliiping-through them, a "rooms' junction" isn't created properly - go deeper in the temple to trigger the door closing event and see, what will happen. Yes, the trigger area makes the door rotate 90 degrees anyway, so normally it means closing them - but this time it'll mean opening them to the "outside direction". I couldn't clip-through the Two Tiki Keys door. In the "best" situation Indy clipped partially and got killed for no reason. Even if it's possible, it takes longer than 10 minutes - I don't even want to spend that much time.

I noticed that the Lava Boss disappears not when following a certain path, but when the game is saved when he starts submerging and then loaded. If he resurfaces and the game is saved and loaded, he gets stuck in that exact position when he was when the game got saved. Even if Taklit's Part gets left in the Temple, it still appears normally in Pudovkin.

And wow, why does the lava in the "alternative room" (after releasing water and killing the Boss) use only 2 textures for animation rather than many many more like normal animated textures do ? Also, in the "alterntive room" in Volcano after sinking the hall with lava the moveable blocks use different textures.

Edited by the author 7 years ago

I just found a way to finish Meroe in about 3 minutes. You just need to clip-through the golden bars door and the mine car-triggered door. How ? By crawling: (make sure you don't fall into the hole next to Indy or he'll be stuck in a falling animation) http://i.imgur.com/9v4galEl.png http://i.imgur.com/qK8bL82l.png http://i.imgur.com/oCzD10Hl.png The lighting on Indy will change when the game will notice he's more at the other side than the current one http://i.imgur.com/PCYQAT4l.png And here's the end. The texture seems to be a default/fallback one when nothing is applied. How do I know this ? Play the level normally, backwards-roll to the mines when you are not supposed to be yet and explore. The path will be blocked by a wall with this texture. http://i.imgur.com/cHROXUFl.png http://i.imgur.com/TavNLdDl.png

This screenshot shows that you can finish this level by just entering this place. The timer is bugged and I heard someone else had this problem as well. And an exclusive-to-me glitch: the IQ isn't displayed. http://i.imgur.com/ytTDypxl.png

And guess what, more mine car-triggered doors can be clipped-through this way. Some are more nasty than others, though. So the next thing to investigate is, how much can I break the Mines level. :D Example: this screenshot shows the beginning of Mines, which is normally blocked by the door. If you get there in Meroe, it'll look the same. Only the doors are not present there. http://i.imgur.com/MCHItdil.png

Aaaand I still get object-related glitches like the rocks not loading in Temple. In this case the alpha channel/transparency seems to be missing in these windows: http://i.imgur.com/GUzmahfl.png http://i.imgur.com/xkJXiv4l.png

Molotok likes this
Germany

That are pretty good finds. Only sucks for me that I can´t reproduce them in the game. :( I can only clip through in Aetherium at the part where the blocked exit is. The rest doesn´t work or I´m doing something wrong, don´t know. It might be that clipping works only on the earlier versions and was fixed on later patches, but unfortunately I don´t know how to downgrade to test it. In worst case it is OS related and is a special bug on Linux or something, lol.

For some reason I can't measure FPS in this game, but I can feel it runs very, very smoothly (I'm used to playing games at 20-30 FPS). It may also be the reason, why Indy rotates so fast. There's a way to stress the game enough so it runs at less FPS: by drawing the map. In this case the crawling-clipping-through seemed to not work or (maybe, haven't checked) to take so much time it wouldn't be useful in a speedrun. And this is the place I checked: http://i.imgur.com/8n8LvGzl.png

So will it be better if I check every new discovery with the map drawn from now on ? Even then I won't be able to guarantee it'll work as the map may not stress the game enough if very little of it will be loaded.

As a consolation let's enjoy: How I managed to break the Monkey Temple I was talking about earlier: http://i.imgur.com/ogN0PHQl.png http://i.imgur.com/T6foJdel.png

There's more of that: http://i.imgur.com/3i7Gai7l.png

And if you want to explore a vast area with even more of these "fallback textures" and other messed up stuff, here's something: http://i.imgur.com/RrAucXql.png Yes, I was bored and by careful jumping (the pistol-rolling jump may be required sometimes) and by saving/loading a lot I managed to do what I always wanted when being in this area. :D Savegames with this position (just run and jump to land at the top) and at the destination: http://www106.zippyshare.com/v/GjDmowcR/file.html

Edited by the author 7 years ago
Germany

You should be able to check the fps by typing "framerate" in the ingame console. The normal game fps is 60, that is also what I play at. It is really a shame I can´t do all the clipping stuff, would save a bunch of time. I will somehow try to get the game installed with the original version without the 64-bit installer automatically patching the game.

Usually the output was: ~80-110 Hz with the map off and ~40 Hz with map on. The lowest I got was 31.82 Hz.

I had no idea the game had this. Big 'thank you' to the person who implemented it.

Germany

I tried to force the game to go with higher fps, but the game refused, although lowering the fps works. So the patch probably included some ingame frame limiter which sets a max of 60 fps. Well that could explain something, because old games very often break when they run with higher fps.

Can you still clip through if you limit it to 60 fps on your system? If not, then we could conclude it is a fps thing and the rules would need to be specified further. Would also be good if another person could verifiy or test this stuff too.

Germany

I think he clipped with higher than 60 fps and not lower. Btw in Palawan Volcano there is also the place where you need Sophia to open a gate for you because it closes too fast. If you can clip through that, no need to free Sophia anymore, lol.

But more important:

  1. Can you check in your game what version you have with pressing 'F10' and then type "version"? I have fps limited to 60 by the game automatically on every resolution which seems to be because of the latest patch.
  2. What OS do you use, did you install the game with the 64-bit installer for windows?
  3. Can you clip through things like q94471 does and check if it doesn´t work with the normal 60 fps? I can reproduce only the exit blockade clip in Aetherium, the rest doesn´t work for me. It might depend on fps or version or both.
Germany

Well I tried this installer from markusegger.net, but I needed to copy the stuff from CD1 to a folder and also CD2.GOB from CD2 to the Resources folder for it to install the game. Also I can only load saves with the .exe from the Resources folder otherwise it asks me for a CD even though I have the original one in (I didn´t burn anything to a raw CD though since I don´t have any here). Still with that I have the Oct 29 1999 version, but the game again caps to 60 fps and I still can´t clip through anything besides the one in Aetherium. :( You said you had it go up to 75Hz for you, on what version was that? I´m confused lol

I checked the savegames you've provided: 'possible 2 spot '- doesn't work, Indy doesn't move at all. Try rotating him so he can be seen and you'll see. 'understeelthing' - doesn't work, Indy gets slowly ejected to the wall on his right. 'Underwoodthing' - works with ~90-100 Hz at 5m16s. Again, very high framerate. If someone manages to do this, then there'll be more advices: You might want to stand around here http://i.imgur.com/7g2f10el.png so after the slide you'll need only to run forward until reaching the block of ice. The Boss' trigger seems to be inactive. Start crawling just before reaching it http://i.imgur.com/LQaks2Rl.png and you should be able to clip through it in ~18 seconds by just holding the forward key. If someone wants to go sightseeing, it's possible to do the same with the last 2 doors and visit the ending areas and get stuck in the last one.

There's no point in making a video as you just need to be positioned like I show in the screenshots/savegames and hold the forward key, just like in the savegames you've provided. It's either related to the extremely high framerate or my hardware/software configuration. In my case when the crawling-clipping is happening, Indy shakes like an epileptic. "But on something like 1024x768 it goes up 75Hz and 800x600 game works at 120Hz" -- around 90 Hz is considered by me as a lot. Does the trick work then if the game's resolution is lowered enough ?

Edited by the author 7 years ago
Germany

@jocica I tried lowering my monitor resolution and it indeed works, but i get a max of 75Hz at my minimum resolution of 800x600. And it is not enough to clip through and as you said yes Indy gets stuck and thats it, even if I first crouch and get closer (or maybe I do something wrong). The trick in Babylon is just a matter of patience/luck I guess, place yourself close to the spot as possible and then try the rolling glitch until it works... you see Indy teleport because he cut off the failed attempts lol, same as I did in my video. I needed 6 or 8 minutes and then it worked somehow.

@q94471 I don´t understand how you get such high framerates, but it must be hardware/OS related.

Germany

It is the 5th level. ;) I remember I tried hard to get up there, but failed to find a way, even with the rolling glitch. Maybe you will have better luck than me.

Germany

I see, but you also mentioned something with teleporting you up in the first level on youtube. Could you record it?

Edit: Btw updated the glitch catalogue with the wall/door clipping glitch.

Edited by the author 7 years ago
Germany

I think this makes more sense here: Limit the fps to a max of 60 as it is supposed to be played. This way consistency and fairness can be guaranteed and no one has to buy the best hardware or depend on different OS to gain any advantage. I know from gta speedrunning that in many games the fps gets limited to the original intended fps because the game either runs too fast or the game engine breaks, like in this game. Not sure how you estimate 1-1:30 hours, it is somewhere about 3:30 - 4h. Maybe you confused it with Emperor´s Tomb.

Germany

Hm, I actually meant the normal glitched run without wall clips. Estimates lvl by lvl would be something like: 5 + 10 + 15 + 25 + 15 + 15 + 15 + 3 + 15 + 18 + 8 + 30 + 15 + 15 + 15 + 13 + 13 = 245 mins. It looks more like 4 hours at least. Wall clipping won´t save more than 1 hour from what we have seen so far.

I also tried to install the normal game on win xp 32-bit in the virtual box where you don´t need the 64-bit installer, but I read that it lacks some proper support of 3d accelaration and that is why it fails for some games. Maybe on VMware it would work, but I am not sure.

About Emperors Tomb, someone is already working on that game and a few level runs were submitted already (you can look it up here on the forums). Feel free to participate there too if you are interested. ;)

Germany

Most of the levels are basically routed besides "Meroe" and "infernal Machine" I think. But maybe you can find something new there:

  • In Lagoon the route is what Goggen did. One little thing is you can jump on the right side instead of climb after the first spider web, saves maybe 1-2 sec. Also of course if you buy a lot of medkits you won´t need to get fresh air as often as Goggen did. Clips through the locked door didn´t seem to work for me.
  • in Volcano the route is my video + Riences video and then the final part when you free Sophia(you can skip the first dialogue with her which Goggen didn´t do if you quickly open the menu after you land next to the prison and select the key).
  • For Aetherium here the route so far: https://www.dropbox.com/s/o7gkhpd56rlgojo/Indy3d_lv16_route.avi?dl=0
Edited by the author 7 years ago
Germany

You can´t proceed without the hammer though. So the torpedo needs to be used unless you can clip through to the water below and then above again.

Possible new strat, very, very precise: You can't just land on those platforms - there's some sort of a barrier that makes Indy slide rather than land like normally and probably gets deactivated in that hole I felt into.

I've already been playing with the ship's doors and couldn't get through them. Anyway, when I record, the game gets stressed pretty well, sometimes I got like 15 FPS. Felt like playing in the good old times once again. :) If someone really wants to see odd stuff in Lagoon, I can make a video. This'll be only for entertainment, it has nothing to do with speedrunning. And just to clarify, my hardware isn't new. It was average even when I bought it 8 years ago.

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