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Iha paska
Cheater!1
What?
I wonder if it could be used to skip the "ascending room" flashback if you could get a chair out the map somehow.
In other news, tomorrow I will start work on encoding the run and uploading a sample (with different gamma adjustments to see which is best). I also might start working on justine soon.
Quote from AdamAK:
I've just discovered that item-hopping is possible in Amnesia.
This sounds familiar Wink .

With all my eternity projects finally finished I'm kinda "between games" at the moment and am considering picking this up. I don't plan on doing any serious running, but it would be fun to be able to do some casual runs of this.
Totally rad
Quote from Kotti:
This sounds familiar Wink .


Indeed it does. I actually experimented with this a lot before, but I always tried using barrels and boxes, which don't work well with this trick at all. Decided to give it another go while messing around in the Back Hall, and I suddenly got it on the first try with a chair. Contrary to Penumbra, this trick doesn't seem to let me fly indefinitely (or maybe my timing is simply off). I still haven't come up with a place to use it either, so I guess it's just there for fun so far.

Glad to hear you're picking up on Amnesia; it's great fun to run this game :). I stream it quite regularly (though I'll be going abroad for a week or so), so feel free to stop by if you ever have any questions.
Main Work!!!
It is possible with barrel and some boxes, I've already done it with all of those item but I couldn't find any utility, though, if you skip the ascending room with this, it would be insanely insane!!!
Totally rad
I'm thinking there might be a way to go out of bounds in the Back hall, and trigger the elevator. Just imagine if we could skip Study/Storage/Guest Room/Machine Room...! That's what I'm currently testing, at least; it would bring down the run time by 4-5 minutes, at least.
Edit history:
Apjjm: 2012-08-22 08:44:13 am
What?
You can clip out the top of the elevator with some chair stacking - but the trigger for the elevator is the lever being pulled down (the game just fades out and changes map in script). If there is some way to glitch the lever all the way down whilst it is stuck (and then also interact with the lever) you may theoretically be able to trigger the elevator - as all the machine room stuff does is disables the stuck setting of the lever.
Edit history:
AdamAK: 2012-08-22 09:54:54 am
AdamAK: 2012-08-22 09:12:07 am
Totally rad
Ah, the lever itself is stuck? That's unfortunate. Not sure there's much we can do about it then.

Edit: In retrospect, the map with the unstuck elevator lever seems to be different from the first one. There doesn't seem to be a way to let the elevator work, other than fixing the everything in the machine room.
Any tips on getting the clips to work? So far I'm only (kinda) consistently succeeding at the clips at Study and Guest Room and have only played up to Prison Cells.

Do you actually need to get the elevator running for the skip your talking about? To me it looks like there might be a loading zone under the elevator which in theory you could hit just by clipping throgh the bottom of the elevator. Of course this is just an assumption, I haven't checked it with the map editor or anything.
Totally rad
The elevator doesn't actually start moving after you flip the lever, so falling underneath it would simply kill you. (Think of it more as a door than a trigger). It's also a separate map version, so somehow flipping the switch in Back Hall #1 would most likely not do anything. Getting out of bounds in the elevator using some chair stacking seems possible, but a huge pain. Usually, the chairs get launched away during the jumping, forcing the player to re-stack them again.

As for the clips, they simply take practice. Just find a sweet spot where you can get out of bounds easily, and stick to that. Some of the clips are not perfectly consistent and can need a little bit of luck, so don't worry if they don't always work. You should simply look for reference points and base your positioning off those; my reference points are probably different from André's and Apjjm's, so it's hard to give you very specific advice here.
Edit history:
Apjjm: 2012-08-22 01:45:18 pm
What?
With regards to clipping - There are one or two clips I used a spot to help me with, but the rest is more a case of getting the feel of the turn (roughly what direction i should be heading in) - some are very forgiving but others are quite precise (and you have to turn from a certain direction - E.g. the cistern entrance).

Sorry i kinda explained the back hall stuff poorly - apologies if i gave anyone the wrong idea. Here is a long post explaning in lots of gory detail how the elevator code works. The elevator never moves down in the back hall - it is a static object. There is also only one back hall map (the slime and stuff is just a huge amount of hidden entities). Below is the relevant parts of the script file for the elevator:

Firsly, there is an OnEnter event which is run (unsurprisingly) every time the map is entered from another map. Below is a relevent snippet from that event:
Code:
	///////////////////////////////////////
	// Guardian is near
	// - Check if elevator machine is running
	if(	GetGlobalVarInt("ElevatorMachineRunning")!=0 &&
		GetLocalVarInt("EventGuardianNear")==0)
	{
		SetLocalVarInt("EventGuardianNear", 1);
		
		SetSwingDoorLocked("castle_1", true, false);
		SetLevelDoorLocked("level_wood_4", true);
				
		AddTimer("GuardianNear", 2.1f, "TimerGuardianNearEffect");
		
		SetLeverStuckState("elevator_lever_1", 0, false);	
	}

A variable called "ElevatorMachineRunning" is only set to 1 after the machine room level is done. This means that when you enter the back hall after finishing the machine room puzzle, the "SetLeverStuckState" function is called (which unsticks the elevator lever) - as well as some events which make all the slime appear.

However, the lever (irrespective of whether or not the elevator is fixed) has two script functions associated with it. The first is rather trivial, it just displays a message if you try click the lever whilst the elevator is unfixed (and also starts the "fix the elevator" note in the log if you haven't got it yet):
Code:
void InteractElevatorLever(string &in asEntity)
{
	if(GetGlobalVarInt("ElevatorMachineRunning")==0)
	{
		SetMessage("Ch01Level09", "ElevatorNotWorking", -1);
		AddQuest("09StartElevator", "09StartElevator");
	}
}

This function operates independantly of the the second - which is far more interesting:
Code:
void PullElevatorLever(string &in asEntity, int alState)
{
	if(alState != -1) return;
	
	SetLeverStuckState(asEntity, -1, true);
	SetSwingDoorLocked("elevator_door_1", true, true);
	
	PlaySoundAtEntity("activate","14_elevator_activate","Player", 0, false);
	
	AddTimer("StartElevator", 2.0f, "TimerStartElevator");
}

This function is called whenever the lever is pulled all the way to the top or the bottom.
If the lever is at the top (where it is normally stuck), the parameter "alState" is -1, so the elevator never "starts" if you pull the lever up to the top (or wiggle it around at the top).
However, notice that this function doesn't actually check if the elevator has been fixed (it just assumes that if the elevator isn't fixed, then the lever can never be pulled down). This is where the potential sequence break is - if we can force the elevator lever all the way into it's down state, you can start the elevator.

I have tried slamming objects into the lever (and placing a chair behind the lever and slamming objects into that) with a little initial sucess (i've managed to force it to just below half way down) - perhaps a certain combination of objects could help here. Also - breaking props (like the vases) can make the physics behave weird so that might help too. I'm probably missing something so have a play about with this (it's similar to the glitch andre did when he jammed a chair in the door and made the door disappear).

Starting the elevator via the lever is the only way to move to the next map. The above script, as well as playing some sound effects and shutting the elevator doors, added a timer which calls the following function after 2 seconds have passed:
Code:
void TimerStartElevator(string &in asTimer)
{
	PlaySoundAtEntity("run","elevator_move_normal.snt","Player", 2, false);
	
	StartScreenShake(0.01f, 3, 1,0);	
	ChangeMap("14_elevator.map", "PlayerStartArea_1", "","");
}

The key line here is the change map line near the bottom. There is no invisible trigger under the map, or any code which makes the elevator box move - the map is changed inside the script to the descending elevator map (and even in this map the elevator doesn't move, the wall you are facing actually moves here, and this map is entirely on a timer synchronised to the wall's movement). All this code is availible in maps/main/ch01/09_back_hall.hps
Totally rad
Quote:
There is also only one back hall map (the slime and stuff is just a huge amount of hidden entities).


Wow, it looked so different I was convinced it was a separate map. Thanks for correcting that assumption! Guess I'll keep trying things, though even the hardest smash didn't seem to do anything to the lever.

Quote:
All this code is availible in maps/main/ch01/09_back_hall.hps


I never knew the .hps files were simply uncompiled code! I know what I'll be reading for the next week or two Smiley
Edit history:
Apjjm: 2012-08-22 02:14:21 pm
Apjjm: 2012-08-22 02:08:53 pm
What?
The best i could do with the lever was positioning one chair so that the back was stuck behind the lever, then getting another chair, locking the legs together and quickly turning - i managed to glitch the elevator's lamp out the map when one of the chairs glitched out, but had no joy getting the lever too much below half way.

Here is the script functions reference:
http://wiki.frictionalgames.com/hpl2/amnesia/script_functions

If you haven't grabbed the dev-tools yet i'd advise getting them for the level editor (so you can see the triggers [script areas] and prop names):
http://wiki.frictionalgames.com/hpl2/tools/start

Happy reading Smiley
Main Work!!!
I already tried to get that elevator lever down for hours without success, if this is possible, it would be incredibly hard to do(still I really hope it's possible Tongue )

btw Andy, Thanks for both link Smiley !!!
Totally rad
I did a run yesterday, and found out that you can actually go OOB during the flashback in the Entrance to the Cistern (to go to the Sewers). Can't really expect to pull this off in an SS run, but it might bring down your segmented run's time to sub 21:30, Apjjm. Not waiting for the flashback to end would be a pretty nice time saver. I don't have a recording, sadly, because it was just a casual playthrough.
Main Work!!!
Yeah, but you already need to be on the little invisible step right aside the OOB spot, which is impossible in the case of Apjjm, unless I'm mistaken because this is the only way I succeed with a lot of testing when OOB, maybe can without being on it but I doubt it.
Edit history:
Magnum66: 2012-12-08 02:14:15 pm
http://twitch.tv/Exisidis2
Found this today and not sure if it's ever been shown/found before. OoB glitch I found in the Back Hall area of the game.



Enjoy!
Totally rad
Huh? I've walked into every wall in this room a dozen times, tried all kinds of glitching, but nothing ever came up. How did you suddenly walk through that wall?

Looks like I've got more testing to do tonight!
http://twitch.tv/Exisidis2
No clue haha! I just came into the back hall for the first time in my playthrough, went and got tinderboxes on the right side. Checked out fountain, then went to left side. Threw the pot at the wall and it went RIGHT through it. In my absolute confusion I walked forward and went RIGHT through the wall Tongue Then I was jumping around in the stairs as you see in the video, and you can jump right through that one part in the wall. Hope it ends up being useful for something!
Edit history:
Apjjm: 2012-12-08 02:38:29 pm
What?
I thought that glitch was only in version 1.0 of the game:
http://support.frictionalgames.com/entry/98/

Nice find, especially if it is in 1.2 Smiley
http://twitch.tv/Exisidis2
Hmm, maybe I have version 1.0 and that's why? How do I find out which version I have?
What?
If you have the justine DLC available, or are on steam, you should be version 1.2.
Otherwise i guess you would have to check the top line in "hpl.log" in your saves folder (documents->Amnesia->Main on windows)
http://twitch.tv/Exisidis2
My top line in that folder says: -------- THE HPL ENGINE LOG ------------
Engine build ID 20100818114615

and other lines say:  Vendor String: Abysmal Software
  Version String: Developer's Image Library (DevIL) 1.6.8pre Aug 12 2006
  Version Number: 168

Under graphics module
Totally rad
Just tested it. As I suspected, the wall is completely solid and I can't clip through it. I'm running the latest version of Amnesia.
This would've been a fantastic skip, since it would let us skip the flashback before entering the machine room, but it seems that this is a 1.0 trick only. Too bad!
http://twitch.tv/Exisidis2
Oh well, sorry to get your hopes up AdamAK/others.