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http://twitch.tv/Exisidis2
Started looking at this game again a few days ago with TheThrillness, and I found this:



Enjoy!
Haha, nice glitch. Keep it up!
Was messing around with the ladder glitch in Hold No.1 and found a useful skip that saves a bit of time.  I couldn't find anything on it other than the ladder glitch, so I don't know if it's new or not.

^ What in the actual fuck?
thethrillness.blogspot.com
Quote from Carcinogen:
^ What in the actual fuck?


You best do some catching up bro. Wink
http://twitch.tv/Exisidis2
Quote from Viewtify:
Was messing around with the ladder glitch in Hold No.1 and found a useful skip that saves a bit of time.  I couldn't find anything on it other than the ladder glitch, so I don't know if it's new or not.



This is old.
Quote from Magnum66:
This is old.


Yeah, I figured it was.
thethrillness.blogspot.com
I made some conclusions in figuring out what is actually possible for a big skip in this game. I got the dev menu and it has a cool feature which gives you a Level 5 card at the start of the game.



Apologies for the dodgy brightness and stuff. I was testing out a new encoder. Anyway some interesting stuff to note which I show in the above video.

1. You can actually skip Stillman but it is pretty much pointless unless you find another skip past bombs/Fatman because then you would have no coolant. I show that the game progresses fine (we see Snake in the box).

2. The Shell 1-2 connecting bridge is now perfectly operational with the card so if you can somehow combat being stuck behind the door this might be a valid option.

However, I think it's impossible to shoot the bomb on the Cypher with a Socom (although I never tried for long). That means you would need the PSG1 which pretty much defeats the purpose since Ames has the card.

3. The big one. The level 5 door in Strut E..... maybe Magnum has an idea for that.

4. Shell 1 core works perfectly fine and there was actually an AK47 there but without the BDU it is useless due to the camera. The only solution I can think of would be to glitch inside the elevator and bypass the camera check. It's the only area you would need to do that. It does mean getting the Mic would be pretty hard though.

I can't think of any other skips. The bottom line is that unless there is a way to open doors after you glitch into the loading trigger (like the punch-punch-kick FPV glitch) this game is pretty rock solid.


Edit history:
Magnum66: 2013-09-12 09:17:41 am
http://twitch.tv/Exisidis2
Quote from TheThrillness:
this game is pretty rock solid.


Says so for the game where there are tons of glitches, sequence breaking, going out of bounds, and skipping the tengu fight Wink
Remember your mantra.
Excuse me, what is this Dev Card of which you speak?
http://twitch.tv/Exisidis2
Quote from kakka_rot:
Excuse me, what is this Dev Card of which you speak?


It's just the dev menu of the game you can play with to use whatever weapons/items you like regardless of where you are in game, and mess with stuff. It's not legit so I don't like using that stuff myself. I like find glitches the normal way without hacking etc. Smiley
Edit history:
Take-Chan: 2013-09-21 03:35:01 pm
(Z_Z).z.z.Z
Quote from Viewtify:
Was messing around with the ladder glitch in Hold No.1 and found a useful skip that saves a bit of time.  I couldn't find anything on it other than the ladder glitch, so I don't know if it's new or not.



how dare you to destroy this great game with that ridiculous stuff !! xD
hello, world!
1)
If you noticed while toying around with the dev menu, it appears that different areas are called/loaded depending on flags that were set... such as starting the fatman stage with full items, then running back to other struts already have all bombs frozen... same with deep sea dock that has cut-scene triggers + deactivated bomb vs activated bomb + fortune triggers...

i.e.:
heliport- defuse 1st bomb
heliport-before fatman battle (defuse bomb 2nd bomb)
heliport-fatman battle
heliport-after fatman

I'm assuming there is a world map that is loaded and details are implemented depending on the parent script (term used loosely). Reading more into the engine and fundamentals via documents of mgs2 (and RE in general) might give a better insight.

So with that said, it appears that areas were duplicated or loaded specifically depending on what flags are set via actions completed in the game... shell-1 for example, I don't believe a trigger exists in that area that could initiate the level transfer to the torture scene... as well as glitching into door 5 in strut E, it's not the same strut E that loads after the sniping, so since that flag is not set it loads the original map and since the bomb tick down flag is not set the elevator will not be available for torture.

I'm bringing this up because it's now fairly apparent that even if we were to find oob glitches, i don't see large skips comparable to MGS1 happening in MGS2 (or mgs3, it appears to be the same). obviously i could be completely wrong.


2)
over a year ago i spent like 2 hours on stream one night trying to shoot the cipher with SOCOM only... i was never successful, yes alcohol was involved but i think its not going to happen... and if it is possible but crazy lucky based, good luck getting it twice lol

3) take-chan and bmn?!  <3 *-*
thethrillness.blogspot.com
We took a break but will get back to it soon. Had some really cool ideas that me and Magnum have came up with. This game does have some weaknesses and a sequence break will happen.
hello, world!
What kind of ideas are you guys thinking about? What sort of sections do you believe could be skipped?
http://twitch.tv/Exisidis2
Hard to say Droogie. We've had a bunch of theories that have all gotten shot down, even if we got skips in some areas, it would lead to nothing sequence breakwise. We have hope to maybe oob on an outer area of shell 1 and skip along to shell 2 core from outside if we can stay airborne. Also tonight I found a new semi glitch that lets you clip through walls and objects momentarily using a book and you can actually lay a book inside of objects, through stairs, through walls, and under floors. It's extremely weird but sadly so far it's just useless besides being weird and looking cool. I'm trying variants of stuff with it and Thrillness is as well who was glitching with me when I found it. It's very weird, but I think Thrillness and me can maybe make something out of this and find a way to clip through walls, or possibly vents somehow. We'll see...
hello, world!
Ah cool, is it related to books specifically or just the placement animation to where the same thing would work with claymores?

Is it possible to clip to the other side of thin doors? Strut E to the ak for example... I;m also curious if during those placement animations if the player clips through triggers.... Could possibly use it to easily get to the other side of the lasers before harrier (skipping the PSG1, you get psg1-t for vamp later while swimming) or maybe the electric floor to the president is just a trigger near the end, if you could clip past it... then just walk into the presidents room and completely skip the nikita... 

(This is all assuming that this placement trick you're talking about pushes the player back or into a specific direction and they stay there.... for all I know the player automatically moves to their original position unless blocked by an object that you clipped into.)
Edit history:
TheThrillness: 2013-09-27 10:29:01 am
thethrillness.blogspot.com
I'll let Magnum explain the placement thing since he knows it better than me.

I can however comment on the Nikita skip. That was one of our ideas to just disable the hurting animation but it's not going to lead to a skip even if you do. If you get the dev menu and get to the shell 2 core with no items since you don't have the mic you can freely walk during the Olga cutscene. You still get shocked but while you get shocked if you skip the cutscene it completely disables the floor trigger forever (even leaving rooms won't reenable it). You don't get the Johnson scene and you actually have to blow up the device in his room for the trigger to be there. This means you'd need to actually glitch inside his room and blow it up with stinger or maybe even grenades.

The PSG-1 skip might be possible though. No way to tell with that until you actually glitch past the lasers. Even if you get no cutscene after lasers you could use the same principle to skip Olga and the USP since the door is always there. I know you have boxes stopping you getting into the holds but on the other side is a door which leads to the engine room and I'm pretty sure the loading trigger is behind it. Just need a FPV camera glitch like Raiden has.

Lastly, you could potentially skip both the Nikita and Johnson but it would be really tough. You'd need to glitch inside the Vamp boss room and then find a way to glitch the next level 4 card door but after that you would be fine since Emma has the level 5 card and opens doors for you.
thethrillness.blogspot.com


Magnum will make an explanation video later with other areas/ideas.
http://twitch.tv/Exisidis2
2 new glitches for you guys! Enjoy! Smiley Smiley



Edit history:
droogie: 2013-10-04 12:21:57 am
hello, world!
Cool bugs. I'm curious if quickly equipping the scope or cardboard box when you "climb back up" then force yourself to stand in place, would do a similar effect with the tanker ladder glitch and you could move around.... and if that worked, if he were to grab the ledge from his same position, climb up to stand, repeat, etc... with timed button presses you could move upward (this is all an assumption if everything works in our favor, which i doubt)

Quick response to some of the comments made in your video:

The entire idea/concept raising of your altitude, would not give you a sequence break... or at least not to the effect that you mentioned. What you're actually seeing is a skybox and some textures out in nowhere land, it's not actually where you end up as a player... for you to move between areas you would have to hit a level trigger, regardless of your state... floating, clipped, glitched, even the swimming in the air... you would start the next level with a standard transition. Think of it.... with a game like half-life. It's constructed of tons of small maps, as you move on through the game you might see a hallway or area that continues on, but you hit a level change trigger that takes your current position, does a map change, puts you in the relative coordinates to match from a players perspective of where you would be, and you continue from there. This game is different though, there is no dynamic value for the player position, it's static and already setup on level load. If you were to OoB or something, behind that corner you can't see, etc... is nothing, and any major mapping aspects, such as in huge buildings, etc in background/skylines.. those are just textures in the skybox. I can't speak on the actual map structure and how the engine handles things in mgs2 (yet), but it is the same concept. Those large buildings in the distance, you looking at Strut-E Heliport, etc... it's just a texture to give you the perception.... a lot of cool/interesting techniques in older games, doom, quake, etc... could be considered "map hacks" if you will, that were just tricks to get the player to assume something is going on, where in the back end it's just a trick on our brains/eyes to give the impression.

The reason I'm spending time explaining this to you is not a "rah rah, i know stuff some people dont ima show how much i know lol omg i like ice cream", it's to help you guys focus your glitch hunting.... there are some things that, for example, I would never try... because I technically understand what is going on, thus I know that it would be pointless. Such as attempting to get the vent clip to work on arbitrary ledges/corners, that's just not how it works.

In the outrageously unlikely event that when they copied the texture structure from their original maps to make everything line up.... they could have also copied over the triggers unintentionally (assuming triggers are similar as they are with quake, hl, etc) or not caring since no one will /ever/ get there (mwahahw Wink ), then in theory if you were to float on by and go to where a door *should* be, that trigger might still be there doing the transition.... but in the heart of optimizations to help with the system hardware load and the hope for fundamentally good coding techniques... I would be surprised (but please prove me wrong)

Hopefully this will help you glitch smarter, not harder.
Edit history:
Magnum66: 2013-10-04 08:09:02 am
http://twitch.tv/Exisidis2
Quote from droogie:
Cool bugs. I'm curious if quickly equipping the scope or cardboard box when you "climb back up" then force yourself to stand in place, would do a similar effect with the tanker ladder glitch and you could move around.... and if that worked, if he were to grab the ledge from his same position, climb up to stand, repeat, etc... with timed button presses you could move upward (this is all an assumption if everything works in our favor, which i doubt)

Quick response to some of the comments made in your video:

The entire idea/concept raising of your altitude, would not give you a sequence break... or at least not to the effect that you mentioned. What you're actually seeing is a skybox and some textures out in nowhere land, it's not actually where you end up as a player... for you to move between areas you would have to hit a level trigger, regardless of your state... floating, clipped, glitched, even the swimming in the air... you would start the next level with a standard transition. Think of it.... with a game like half-life. It's constructed of tons of small maps, as you move on through the game you might see a hallway or area that continues on, but you hit a level change trigger that takes your current position, does a map change, puts you in the relative coordinates to match from a players perspective of where you would be, and you continue from there. This game is different though, there is no dynamic value for the player position, it's static and already setup on level load. If you were to OoB or something, behind that corner you can't see, etc... is nothing, and any major mapping aspects, such as in huge buildings, etc in background/skylines.. those are just textures in the skybox. I can't speak on the actual map structure and how the engine handles things in mgs2 (yet), but it is the same concept. Those large buildings in the distance, you looking at Strut-E Heliport, etc... it's just a texture to give you the perception.... a lot of cool/interesting techniques in older games, doom, quake, etc... could be considered "map hacks" if you will, that were just tricks to get the player to assume something is going on, where in the back end it's just a trick on our brains/eyes to give the impression.

The reason I'm spending time explaining this to you is not a "rah rah, i know stuff some people dont ima show how much i know lol omg i like ice cream", it's to help you guys focus your glitch hunting.... there are some things that, for example, I would never try... because I technically understand what is going on, thus I know that it would be pointless. Such as attempting to get the vent clip to work on arbitrary ledges/corners, that's just not how it works.

In the outrageously unlikely event that when they copied the texture structure from their original maps to make everything line up.... they could have also copied over the triggers unintentionally (assuming triggers are similar as they are with quake, hl, etc) or not caring since no one will /ever/ get there (mwahahw Wink ), then in theory if you were to float on by and go to where a door *should* be, that trigger might still be there doing the transition.... but in the heart of optimizations to help with the system hardware load and the hope for fundamentally good coding techniques... I would be surprised (but please prove me wrong)

Hopefully this will help you glitch smarter, not harder.


With all due respect Droogie, unless you made the game itself, you don't know exactly how and why it will work. YOu can't just say something is pointless to try, or there are just textures out there, because who knows. Hey, when I started glitching MGS1 if you told me blowing myself up on the ground in FPV mode, unequipping my last item, and spinning my analog stick and pressing all my buttons would glitch my weapons and allow me to delete my stinger thus skipping a cutscene and glitching off of the comm tower into the wolf 2 fight, I would have never believed you. But hey, it worked. You never know how a game will work. So you can't just say "that's not how it works" You don't know unless you made the game. Again you might have said just standing on air and leaning up would keep you floating was a ridiculous idea and that's not how the game works, but again look what we found. Wink Smiley

I'm not trying to sound rude, it's just common sense really. Plus glitch smarter? Look how many glitches we've found already Wink I appreciate trying to help though and constructive criticism. I guess this is just my own form of constructive criticism. Also no, equipping box and scope does nothing like you mentioned. We have tried pretty much anything and everything sadly.
Edit history:
droogie: 2013-10-04 10:26:13 am
droogie: 2013-10-04 08:59:55 am
hello, world!
You're misunderstanding where I'm coming from... I'm not talking about every glitch/bug out there, obviously doing what was /NOT/ expected by the designer and what goes against their design is how to find the glitch/bug. Everything was aimed specifically at the concept of "doing this trick over by shell 1, getting very high in the air, moving to shell 2 while falling, getting to/skipping harrier", I don't have to be the game developer to tell you that it's not going to work. Like I stated, the possibility is if they were to still have the triggers existing, but like I said I doubt it, but feel free to prove me wrong.

It's the perspective that it /might/ work since you can see the shit, but it's not real. Just because we get ladder glitch on the tanker after olga, doesn't mean we can go over the edge where we see the deck (at the beginning of the game), sink down there and suddenly we're on that map, it's not one giant map and you need to hit the level change trigger to move between them. Regardless that it's common sense in level design, if you do need some sort of proof you can shoot a nikita missile off into the distance, if you were to go around one of the shells you will see that it is hollow and just a texture.

With regards to the vent clipping, yes I can say "that's not how it works" and it's a completely valid statement plus it's a good example for this discussion. If I were to see you going to each corner in the game attempting to perform it, random doorways, etc... that's just not how it works. For you to systematically go through the game and find all vents/crawlspaces that are flush with the wall then see what happens, which has been done more or less over the years, that's not a new glitch, it's a new use for the vent clipping glitch. Just like this new ledge glitch, to my understanding if they were to patch the issue where raidens combo clips him backwards, it would not only fix this ledge thing, but it would also fix the door skipping. Him clipping through walls is the /glitch/, the door and ledge are different uses for them.

Anyways, this turned into a big mess like some sort of argument or something, which wasn't the goal at all. The entire message was "the shell1 to shell2 instant floating thing to my understanding won't work due to this, this, and this. Feel free to try it since if they were to mess up and accidentally do, this, you might have a chance." it was not a "LOL UR EXPLortaTIOn for BUGS so dumb like WHY WOULD you try such things asjkghquh;".  In case it wasn't obvious, I'd rather work with you, than against you.

Keep bug hunting, you're obviously doing something right and finding new results.
thethrillness.blogspot.com
Like droogie said it seems far fetched to expect there to be anything loaded when you are rooms (in this case a strut away). In early 2012 I would not have even considered trying something like a shell 1 to shell 2 bridge skip as my brain told me "that isn't game design at all" but after seeing the impenetrable wall of MGS1 crumble it gives you the confidence to go kamikaze and try anything that looks remotely doable. Similar things for 1 could be said in this same situation.

Even if the shell 1-2 bridge Harrier scene is not there once you float over, that's a small dent since the game would be broken regardless. In my eyes the float happens with either climbing on an object or railing under specific circumstances. That means the tanker is broken (Olga skip) and some Plant sequence breaks become possible such as a Nikita skip.
Edit history:
droogie: 2013-10-04 03:05:16 pm
hello, world!
It would be interesting to try to get a full fundamental understand on the map design.. I've been working on the side reversing some other aspects of the MGS2 engine but I eventually wanted to start poking at this area. Unfortunately I'm currently out of town and have been so busy with work, I'm really not sure how much time I'll be able to put into it... one of those "I expect to eventually get this done, but for all I know it could be within a year or two, i don't know, so don't hold your breath."

The dev menu gave us a really cool perspective, because we could be dealing with.. I would say one of two things (my assumption);

1) There is one map loaded (per area), let's use Strut-E heliport for example like last time:
Player enters map -> Game checks current state --
              Player is currently defusing bombs : Load harrier with bomb; guards with routes; items;
              Player is defusing bomb setup by fatman : Load bomb in center; remove guards; remove harrier; update item category/placements;
              Player is fighting fatman : Load up boss scenario; update item category/placements;
              Player killed fatman : Populate with guards; update item category/placements;

2) There are multiple maps (for each area), let's use Strut-E heliport for example like last time:
Player enters map -> Game checks current state --
              Player is currently defusing bombs : Load map file StrutEHeli-A
              Player is defusing bomb setup by fatman : Load map file StrutEHeli-B
              Player is fighting fatman : Load map file StrutEHeli-C
              Player killed fatman : Load map file StrutEHeli-D


The dev menu lets us load each map up with our specified state. Once we have an understanding it would give us some insight on very potential or not so potential sequence breaks, to change focus. For example, if it is one map, how are the triggers, entities, etc separated and are they done correctly? Shell-1 First Floor if we could initiate the level change to the Arsenal Gear some how, use some crazy book clipping glitch you discovered or something, trigger is magically sitting somewhere int he map even though it's not being used, that would be pretty epic.