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q944717 years ago

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.

q944717 years ago

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

q944717 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 इसे पसंद करता है
q944717 years ago

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.

q944717 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 इसे पसंद करता है
q944717 years ago

No idea, why it happens, but as I said - I can live with it.

Certain obstacles can be bypassed by running into them at a valid angle for some time: those 3 doors in Aetherium (only from one side - can't return the same way) http://i.imgur.com/WJfiT6wl.png the forcefield that leads to the level end (in this case you might want to run like that for some time and Indy won't get through it automatically, you'll have to reposition him (?) ): http://i.imgur.com/LajHoPCl.png proof: http://i.imgur.com/tdns6jll.png I haven't checked, how much time is needed to embed into an obstacle enough to make Indy pass through it - I can't tell, whether this is or isn't a way to end a level faster.

The same way some doors in the Infernal Machine can be bypassed: http://i.imgur.com/ybJj4Jml.png so for example I can trigger a cutscene after doing other things first: http://i.imgur.com/KKViAsWl.png Probably not useful for speedrunners as in my case this always lead to a softlock after inserting Azerim's Part.

In order to push/pull a block, Indy doesn't have to be perfectly angled - this would be annoying to climb a block first, descend from it and then do what one wants to. There's an angle of tolerance - which I'm going to abuse to pull a block in Meroe early: http://i.imgur.com/6VWOnqAl.png How ? Stand that "far" from the right edge, turn a bit left... so by turning right AND pressing and holding the action button Indy will catch the "angle of tolerance" AND THEN by pressing the backwards button Indy will pull it. Probably not too useful as there's an obstacle in my way that I can't bypass - this door opens from the other side: http://i.imgur.com/Gfa0yl9l.png And right after pulling that block you might be given a surprise: http://i.imgur.com/rYJgtonl.png

It's possible to crawl through one of the shafts, but I couldn't manage to backwards roll to fall without damage - for me Indy instantly falls down after standing up http://i.imgur.com/ldEyR2il.png

I also somehow managed to trigger the "all hyenas killed" event despite the fact one was still alive. No idea, how I did that. Attaching savegames: http://www108.zippyshare.com/v/9yxJfa8L/file.html

q944717 years ago

This is how it looks like from my point of view: http://i.imgur.com/X4qGmU7l.png If it's just my problem, then I can live with it. I'm used to things like this.

I definitely installed it from the original media a long time ago, haven't applied any patches and transferred everything to another computer (I have reasons to do so). Still, I remember being 5 years old and dealing with glitches that made some textures inverted or something, which later on kept on crashing the game. Remember that these were the times when I had an old computer (so hardware matched this that the game was designed for intentionally rather than more modern one) that came with Windows 98 (so the software was matched too). So I got used to the fact this game was and will be unstable and will behave differently per each hardware-software configuration.

In this case sorry for mentioning the obvious and if this will happen in the future, but I wouldn't mind if everything was noted in one place, like the "Glitch catalogue" thread.

q944717 years ago

OK, I've "remade" my first post, reuploaded all images to imgur.com and used a "linked large thumbnail". If possible (and appropriate - I haven't yet tested, how it will look like), can the ugly previous version be replaced with this one: http://pastebin.com/rVqq2tub ? Update: replaced after finding the "edit post" feature.

As I've said I have never seen these mentioned anywhere and it's a miracle I finally found a place where I can share these:

  • those that don't require the revolver-rolling glitch I've discovered around 2001, but never had a chance to share with anyone (I didn't have many games back then so I had plenty of time to mess with everything)
  • theoretically I could comment on YouTube, but I don't have an account due to their policy that involves giving out my phone number

I think I found a potential shortcut useful for Palawan Temple individual level runs (or not, maybe the then-missing Taklit's Part would reappear in V.I. Pudovkin ?), but it might be applicable only for me as this level got so broken that:

  • it was random, whether the beginning cutscene would load properly or crash the game. I heard it's related to the equipment on Indy's holster and back (a Submachine Gun and a Machine Pistol fixes it) and sometimes it would and sometimes it wouldn't make a difference (I have a savegame at the end of Volcano to experiment)
  • it was freezing at the door that required two Tiki Statues after they opened. I had to travel back to a different savegame
  • the rocks aren't loaded (right now I'm praying this thumbnail won't make a mess anymore) http://i.imgur.com/ssWbIW0l.png
  • I couldn't kill Indy by going on the bamboo spikes holes - those don't raise at all

So what I did was following this path and the boss disappeared. http://i.imgur.com/SttvFV2l.png I'm attaching savegames (one at the beginning of the pool and one after the boss is gone, after crossing the bridge) so more people can experiment: http://www72.zippyshare.com/v/l4lK9Vxn/file.html

q944717 years ago

Damn, I thought the images will be shrunk automatically rather than make such a mess. Sorry about that - I can't see an "Edit post" feature to fix it, though. Update: OK, found it and fixed the bad stuff. At last. :D

q944717 years ago

I haven't seen these shortcuts mentioned anywhere:

Position yourself like shown here and perform the rolling glitch. http://i.imgur.com/8ng1w1Il.png http://i.imgur.com/3jZWRI5l.png

It's very easy to jump directly to our destination from here: http://i.imgur.com/QINuIYCl.png

Minor tricks that I thought are worth posting: If one prefers running in the lightning zone, becoming invisible makes the ball ignore the player.

It's possible to use weapons, Infernal Machine parts and a lighter in the water. Just backwards-roll to it and before "getting wet" open your inventory and select the desired thing. Now press the fire button to use it. The lighter might be a bit problematic, though - you have to do this almost as soon as you begin the roll. Proof that it's possible: http://i.imgur.com/aAWYpOLl.png After deselecting this thing, the steps have to be repeated in order to use it in the water again.

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Indiana Jones and the Infernal Machine
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