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your_name_here, whyyyyyy is your version in french? why not make it in english because nobody really understand french Undecided
Edit history:
Wypy: 2014-05-19 05:15:10 pm
Deal with it!
Got back to this game and actually found an interesting glitch in the chapter "The Party". I'm able to get Aiden out of his "Barrier" and pretty much explore the complete map and even go way above or under it. Sadly this doesn't have any benefit for this chapter as I can only do it in the middle of it and not at the start before entering the house. Even then I don't know if it could make a difference.

But this might open up some possibilities. What if this can be replicated in other chapters? What if we can reach triggers with this glitch earlier than we should?

The main Problem is, I'm not sure why this glitch is possible and why only after certain progress into the chapter. Whats the trigger? Luck? A specific angle? Specific setupts? I have no idea yet.

Here is the video to show how I glitch "the party":
http://www.twitch.tv/wypy/c/4286888

Edit: Maybe I should call this glitch "The Party crasher" Tongue
Edit history:
your_name_here: 2014-05-19 10:55:25 pm
your_name_here: 2014-05-19 10:55:08 pm
That seems like it would be pretty useful in a bunch of chapters (assuming that the level scripting doesn't leave most things disabled until they are needed, which I think may be the case). Anywhere where the boundary is an artificial wall (rather than distance from Jodie, where I imagine you wouldn't be able to do this) would be a potential skippable area.

It appears that you are able to get out of bounds here because there's actually a hole in the box that's supposed to contain you. It's a tall narrow hole that that's the width of the wall of the house, and appears in the region projected by the wall that's perpendicular to, and extending out from, the wall with the front door. It's very easy to escape here if you just line yourself up with the wall by looking at it, and then back out through the hole.
Edit history:
Hamers: 2014-05-20 04:30:55 am
Hamers: 2014-05-20 04:27:29 am
Nice work Wypy. Didn't know this thread existed actually. TheThrillness and me are running Heavy Rain and we are looking for glitches in that game since quite some time. We found thousands of them, considering the game is very broken. Quite a few sequence breaks and skips are possible. Some level scripting is indeed activated in advance, but not all the time. Watch the current WR by me (a lot of new glitches have been discovered since by us) in case you are interested:




The most major glitch that leads to prompt storage and collision breaking was fixed in Beyond unfortunately. Trigger skips were also made impossible, since those were related to the weird R2 walking controls of Heavy Rain.


That being said, I did found 3 glitches while messing around with Beyond for one day:

1. Stairs are incredibly broken in Heavy Rain. You can clip through them, fall under the map or get a glitch we dubbed infinite stairs that lets you walk into the sky or clip into buildings. See



for reference.

AFAIK all of this was fixed in Beyond. Stairs are still broken to some extent though. While messing around with the stairs in "My Imaginary Friend" I discovered this:



You can probably clip into the garage and get the oil early. Unfortunately I wasn't able to replicate this glitch and started the recording too late. But I found the exact same glitch on YT (video is private now), so it certainly wasn't random and likely can be reproduced easily.

2. To save resources a part of Jodie's physics apparently get disabled if you get too far away with Aiden. If Jodie is standing on stairs and you switch to Aiden, just fly back and forth with varying distances for a bit. You will notice that if you cross a certain distance Jodie's physics will get disabled/enabled that manifests in her "falling" down a bit on the stairs. If you fly back and forth on the sweet spot fast enough you can literally make her fly down the stairs in no time without actually controlling her. There is no use for this so far however, but in tandem with the stair glitch it could be quite useful.

3. During Homeless you can get onto the street without triggering the cutscene of Jodie walking over automatically. Place yourself just in front of such a trigger and wait for a car to approach. If the car reaches a certain ground trigger the game will deactivate the crossing over trigger to avoid Jodie clipping through the car in the cutscene (would look silly) and instead briefly puts up an invisible wall till the car drove past. After that the wall disappears and the crossing over trigger is re-activated. However, there is a small window where the trigger is deactivated, but the invisible wall isn't activated yet allowing you to walk onto the street. Unfortunately the entire area is littered in even more invisible walls, so you can only walk on a straight line and not go OoB and perhaps reach the burned house early.

Every car clips through Jodie though, which looks pretty hilarious:




If you try to get back the trigger will activate and you will automatically cross again.


---------------------

@your_name_here

The glitch you found is highly interesting:



We discovered and dubbed this glitch "Early Ending" in Heavy Rain just a month ago (I found it a year ago actually, but didn't really realize what happened). Seems like this bug wasn't fixed in Beyond. We are not quite sure yet how it works, but basically you skip a cutscene that is tied to the loading command of the next chapter. The game assumes the cutscene ended and triggers the next script. If it happens to be the loading command you will get a black screen immediately. This is done by either interrupting the cutscene with another interaction that has higher priority, triggering the cutscene twice in a row cancelling each other out or triggering it once, halting it and then trigger it again at some point later which skips the first instance.

Here is an example in Heavy Rain where we store another prompt with high priority to cancel the final cutscene resulting in early ending:



This saves quite a bit of time and will be used in the current route. I assume that you got this glitch by triggering the non-choke and choke cutscene at the same time or triggering the non-choke one twice in a row. In any case, it certainly is not random and can likely be reproduced. I assume it's just pretty precise input wise.


---------------------

@Wypy
Fascinating glitch. Here is how the Aiden barriers work from what I can tell. In any given scene there are 3 options:

A: Aiden is distance limited to Jodie. The limit can be set dynamically by the game. No chance to break that using your method, considering the "barrier" would extend indefinitely and always get you. You can try this easily in My Imaginary Friend. If you mess around with the Dad's computer Aiden rotates around after you used the prompt. Place Jodie far away so you can barely trigger the blue dot. Done successfully Aiden will clip far into the barrier and you are stuck until you switch back. So the distance limit barrier extends forever.

B: You can fly around free with no distance limit and are only limited by solid walls and specifically placed triggers that don't change their position at all. I assume they can have any shape like the designer prefers. Not sure if the depth is static or varies from trigger to trigger as well.

C: Combination of A and B. No way you break that one either.

So in scenes where only option B is employed your method should generally work granted the trigger is not too deep or has a weak spot. For instance in the beginning of The Party the game only uses option A, so that's why it doesn't work for you. Once you enter the house it switches to B exclusively and it works.

Other chapters with parts that only use B and might be useful for sequence breaks are: Hunted, Condenser, Homeless, Navajo, The Mission, Norah, Dragons Hideout, Black Sun

Especially Navajo is promising considering I saw a video on YT (deleted) where someone also managed to break the barrier and fly around the map. I assumed it was a random glitch at the time, but probably not. You can't use Aiden on the horse and you are distance limited to Jodie when talking to Jay near the sheep. But when you fix the windmill and certainly when you investigate the fort and the tree you are only stopped by specific triggers. Unfortunately the desert area is not entirely loaded at once, so a sequence break from fort to the farm might be impossible. However, it is highly likely you can skip the fort investigation and fly straight to the tree and use the Aiden prompts there which would make Jodie teleport over automatically and save about 1-2 minutes. I assume they are activated in advance. The only worrying part is if the horse comes over as well, cause if not you would softlock. Unless Aiden can trigger the farm cutscene of course.

I will play around with this tomorrow.
Deal with it!
Thanks for information you found. I already knew a while bach that stairs are somewhat glitchy but I couldn't really figure anything out. Now that I found this I'm gonna play around with the game a lot more the upcoming days. I'm sure that we are on a good way now to break the game.
So as you said that my glitch currently only works with the Barrier Type B, but maybe we can find variations of the glitch that are possible with Type A and C (maybe in combination with other glitches)
It seems extremely doubtful that it would work in A and C, because in those cases, you are limited by radius from Jodie, rather than bespoke walls around the level. There really isn't anything to modify. In the party, there's a hole in the wall, in places where you're radius limited, there's no wall for there to be a hole in. Also, I made a video demonstrating where the hole is:

Edit history:
Hamers: 2014-05-20 10:19:31 am
Hamers: 2014-05-20 10:18:17 am
Hamers: 2014-05-20 10:15:07 am
Highly doubtful it's just a "hole". I suspect two different triggers (barriers) either overlap each other or are not properly aligned and leave a spot open to get through. There is also a chance it's a single barrier and it just does a sharp turn in that specific spot creating an edge that is very sharp and basically has no depth, so you can just fly through the trigger without much resistance. Seems rather specific though. Considering what I saw on YT it certainly seems to be possible in Navajo as well when doing the fort flashbacks. That is all open space, so I doubt it has anything to do with the wall in particular. That barrier should be investigated, will try to do that tomorrow Smiley
It seems like there's two trigger volumes that are meant to touch but don't quite reach, leaving a gap. It certainly doesn't feel like I'm touching any resistance at all, and the area that you can do this in is a relatively wide rectangular area. If you go out at an angle, you will hit one of the two triggers to either side of the hole and get stuck.
That would make sense then. Seems like their engine might not support freely formed shapes, so they have to cover a not quite rectangular area with multiple rectangular triggers leaving some spots open. This probably means that this won't work in any corridor like situations like the facility in Dragon's Hideout considering a single rectangular barrier can probably cover everything they needed. The more open areas with complex forms when looking at them geometrically might be the only scenes vulnerable here. So like Navajo, the beginning area of Dragon's Hideout in the snow etc.
Well, the two triggers to either side in the party are pretty much of the same character. If you just took one and extended it over, it would cover the same area that the two of them do together. Maybe they once covered different areas and then one was moved for whatever reason. It's worth checking out basically anywhere, because who knows how the levels were reshaped between first blocking and release.
Either that or their triggers are limited in the maximum size they can have for whatever reason. In Heavy Rain they also used 3 smaller triggers instead of 1 big one to cover a big area for a cutscene event when I think about it. So every medium to large sized area might be affected if they didn't place the triggers properly.
Deal with it!
Sloppy programming for the win Tongue It will be time consuming to test out everything everywhere, but at least we are not alone.
I played around with Dragons Hideout,The Embassy and welcome to the CIA a bit but without any success yet.

I would also like to know how places are programmed in the chapters. Like Welcome to the cia which takes place in various areas. What if I could fly out of one of the maps there, would I be able to reach the other places if I search long enough?
If there was a way to pull any sort of position data from the game, then we could try to test that directly. Otherwise, it seems like it would be difficult to find the areas.
Deal with it!
managed to get below the map in "Navajo" directly at the start. But I'm still trapped in the Barrier so I cant explore (yet)
I did that too. There's a barrier on the other side of the road that doesn't extend upwards all the way, so you can just go over it, and then down through the ground. However, you're still distance bound in that section so you can't actually go anywhere.
Deal with it!
Interesting I used a different way. through the ground to the right from Jodie
It seems that the earliest point in the chapter where you're not distance bound is as soon as you wake up in the morning. If you could escape the house, then you could fly anywhere. That is, if it is actually unbound and not just premptively increased in radius for the following section.
The house has its own barriers, but I'm pretty sure you are distance bound as well. As soon as you leave the house you certainly are again. So I would say that's probably a C scenario. The first area where Aiden seems to be truly unbound is likely the windmill or fort flashback section.
Edit history:
Hamers: 2014-05-20 12:35:43 pm
@Wypy
Well, with CFW (that I don't have and can't get on my patched PS3) that would be easy to test. The developer mode including beta chapters and test scenes are fully present on every retail disc. Using CFW you can just change a variable in a text file to unlock it apparently. One of the features is a free camera that is obviously not affected by Aiden's state and the barriers and can likely go through solid walls as well. It's pretty hilarious though that you mention "multiple chapters on the same map". I had the exact same theory about Heavy Rain. Unfortunately so far it doesn't look like it, so I wouldn't hold my breath for Beyond Sad They seem to stream in a lot during actual gameplay. I wouldn't be surprised though if at least some parts of CIA are on the same map. While Black Sun for example definitely switches the area out once you enter the elevator with Cole and later when Jodie gets knocked out, it stays the same for the entire Aiden gameplay segment I'm pretty sure. So if you could clip through the ground...

Regarding the fact that the world has so much detail. I'm pretty sure that stems from the time where there was no fog for Aiden. They added this in later, because the framerate during those parts was pretty bad. You can see how much detail there actually is in the world here in the leaked pre-alpha footage of the Hunted scene:

There are entire parts of the city, mountains and forests in the background you can't see at all in the final game because of the fog.



@your_name_here
Well the dev cam has a feature to display position data. But since that camera is likely not affected whatsoever by the barriers it probably can't be used for testing.



That's fine. all we need are the coordinates of the various areas so that if we do escape, we know where to go if we want to hit them.
Yeah, if there are no clear visual cues around I guess it would be pretty helpful
Here's a very interesting youtube video:



There's also a bunch of other videos of people oob in other areas but without any indication of how they got there.
Deal with it!
thas the initial video that got me into trying out this game again
Yeah I'm familiar with that one. Watched it a while back. Doesn't seem to be particularly useful as far as I can see (and based on my knowledge how the game works in that regard coming from Heavy Rain). If you get OoB in such an area, you likely fall under the map and are done. The most interesting video was the one with little Jodie on the stairs (which I managed to replicate once) and the glitch where someone flew around the entire desert horseback area with Aiden till he eventually hit the black end of the map. Too bad the video is not available anymore, but it certainly looks like he found a way through the barrier and is not distance limited in the slightest at that point.

The horseback section is apparently spliced up into 3 different parts and only 2 are activated at a time. If you investigate the fort the previous area with the well and the sheep gets unloaded. After you investigated the fort you can literally ride anywhere besides the unloaded area with Jay where the game will turn you back in a cutscene. Was pretty surprised to find out that you can ride past the tree and all the way past the farm all the way up to the highway where you started out the chapter. You can even glitch onto the street with the horse, but not OoB.

After the sandstorm comes, the game won't let you access those areas anymore.
Edit history:
Hamers: 2014-05-21 10:18:58 pm
Navajo is completely hopeless. You are always distance limited except for the Fort investigation part. You can easily break the barrier there, but unfortunately neither the tree or farm area is loaded, so a sequence break looks pretty unlikely. The flashback where they show you the tree for a second is just a pre-rendered video as well. Even after the investigation the area is still not loaded. Either it gets loaded the second you get back on the horse or it is actually dynamically streamed based on Jodie's position alone. The actual map is freaking huge though and weirdly enough, while the area we need is not loaded, there is another part of the map loaded behind it. There is simply a hole in the map and is probably a sign that the game is relatively well scripted:




Related to this I found out that every Jodie trigger in the game can be prevented from firing by switching to Aiden on the frame you enter the trigger. But since the trigger fires immediately once you switch back and there is no way to move Jodie with Aiden it seems useless so far. It can be used to break some barriers however.

I found another Aiden OoB during the part where you have to fix the windmill, but since you are distance limited, it's useless. The fort doesn't appear loaded anyway:




The farm area is actually loaded during the tree flashback scene, but you are distance limited yet again. Check video description for instructions if you want to play around with them.