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Thread: Infinite Speed Potion Glitches for Speedrunning

  1. #1
    New Member
    Registered: Oct 2017

    Infinite Speed Potion Glitches for Speedrunning

    Hey all, I know you all might not be the biggest fans of speedrunners for the games, but we're here. We enjoy playing the games differently than the intended "pure" way, its just fun and a nice change of pace (for me, at least).

    There has always been one glitch that, so far, is Thief 2 only and called "Infinite Speed Potion". If you can't tell by the name, its just getting the speed effect from the potion, but permanently for the rest of the mission. Obviously this is a huge benefit to doing the missions quickly, and so far we've only been able to pinpoint it to 2 causes. Forgive me for some very basic paraphrasing, because I'm not very tech savvy so I barely get it myself. The first reason discovered was the script "TrigFlicker", it removed the potion timer since it apparently used a global timer script. On a quicksave/quickload, if you timed it right, the timer for the flicker object would be blank and if you consumed a potion real quick, it would fill in that blank, and since the script is set to "remove" the timer after a few seconds, depending on the rate, it will remove your potion's timer, letting it last forever. Again, I don't get it too well myself, and I'm kinda probably most likely messing that phrasing up, but just know they are the reason ;p.

    The most recent discovery, literally made today (https://www.youtube.com/watch?v=vxqBfiwcCC4), found that the timers for doors closing can also affect it. Basically at this point, to a simpleton like me, it'd most likely seem like it can happen with any object script that makes a global timer, or something to that effect.

    So now, the purpose of this thread, was to ask for two things. One, what other scripting could this be abused with? Again, I'm no expert in dromed or just anything to do with coding basically, so please be gentle. But, for me personally, the more important question is, why wont any of these work in Thief 1? We tried, and found, the TrigFlicker scripts in thief 1/gold on MULTIPLE missions, but we couldn't recreate the glitch. The man who determined both scenarios for the glitch, whose video I linked just before, stated that the scripting changed between the games. Is this basically what it boils down to? I refuse to believe this is only possible in Thief 2 only. Any knowledge from the DromEd Wizards in here would be cool, and thanks for reading my looooooooooong thread.
    Last edited by Psych0sis; 13th Mar 2018 at 23:25.

  2. #2
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    This is the script on the speed potion

    SpeedPotion
    gen.osm 1/G/2


    Derives from EatFood in Thief 1/Gand TimedPotion in Thief 2. When activated by an Avatar, the player'sspeed will be multiplied by 1.75. The multiplier is removed whendeactivated. Thief 2 uses a multiplier named Speedy. Thief 1/G willadd the meta-property M-SpeedyPlayer and send the message Speedy tothe frobber.
    In T2, the script derives from Timed Potion
    TimedPotion
    gen.osm 2
    Handles the activation and deactivation of potions that persist for aperiod of time. This script doesn't do anything when the potion isactivated. On FrobInvEnd, a duplicate ofthe object is created with Renderer\Has Refsturned off. A ScriptParams link withdata set to Potion is created from thefrobber to the newly created object. If the frobber already has aScriptParams link with data Potionto an object that has the same EngineFeatures\Combine Type as this object, then no new object iscreated and the already linked-to object is used. The cloned objectis then sent a StartPotion message. Whenthe script receives StartPotion, it willactivate the potion then set a Timerwith the name PreEndPotion. The time isspecified in the Script\Timing propertyas milliseconds, and defaults to 8600. The time must be at least 1000milliseconds. When the Timer expires, anenvironmental schema with tag Event Deactivateis played. If the original frobber was Player,the schema is played as an ambient sound. The potion will bedeactivated 1 second later, and the cloned object destroyed. TheTimer is reset for every StartPotionmessage. If, on BeginScript, the objectis currently contained by an AI, then the meta-property M-QuaffHealwill be added to the container.
    in T1/TG it derives from EatFood
    EatFood
    gen.osm 1/G/2
    On FrobInvEnd, plays an environmentalschema with the Event Activate tag. Ifthe object was frobbed by the player, the schema is played with theambient option.
    Both are adding the script SpeedyPlayer /the metaproperty M-SpeedyPlayer

    SpeedyPlayer
    gen.osm 1/G
    Multiplies the player's speed by 1.75 when the message Speedyis received. The multiplier will be removed 8.6 seconds later, aswell as the meta-property M-SpeedyPlayer.The delay is reset each time the message is received.
    According to this, the SpeedyPlayer script doesn't exist in T2 (but it's on the metaproperty M-SpeedyPlayer )

    However, T2 is using a different timing on speed potions than T1/TG. Since T2 uses the Script\Timing property, any other Script\Timing property on doors or something might interfere - just a guess.
    How does it work in T1/TG? I don't know. Maybe drinking a health potion and a speed potion (or the other way around) right after this might interfere in the timing process.


    Please upload a savegame with that bug enabled. Note the T2 version (Olddark, NewDark, product version of Thief2.exe)

  3. #3
    New Member
    Registered: Oct 2017
    Interesting, so the scripting for the buffs is different between the games at a very basic level. I'll try to see if I can create a scenario in 1/gold to get rid of the timer with various EatFood items or just some other tinkering, but from what I'm gathering in your post, if its only activated by EatFood and is it's own private timer, it might be very difficult if not impossible.

    https://drive.google.com/file/d/1Hr-...ew?usp=sharing

    There's a saved game file on Soulforge with the glitch enabled. It's on 1.23 newdark. It's been known to work on most versions anyone of us runs, be it 1.21 or 1.23 or even 1.18 and 1.25. If you also want to just test it yourself, follow what is done in this video here (https://youtu.be/IJxt44DLU-8?t=9). You just basically quicksave/quickload right as he finishes up saying "not?" and just eating a speed potion as soon as you can when you get back in. The timing is a little sensitive, so don't worry if you missed it, just try it a couple times, its not hard.
    Last edited by Psych0sis; 14th Mar 2018 at 13:21.

  4. #4
    Member
    Registered: Mar 2015
    Location: Wisconsin
    Don't know if it'll make any difference, but I've also got a save file of Sabotage at Soulforge with the glitch active from a few years back (NewDark v1.23).

    Download link

    As I recall, I had just triggered the signal tower above the turret production room and taken the elevator back down. Rather than deal with the turrets any more, I chose to drink both a speed potion and an invisibility potion so I could make a break for the exit (and pick up all the items on the tables, because I'm a kleptomaniac). The invisibility potion wore off as normal, but the speed potion did not.

  5. #5
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    Thanks, Psych0sis. I loaded the savegame in DromEd.
    I can't see the reason for this glitch.

    I can see a ScriptParams link to a speed potion was added, Data: Potion
    Which lasts forever. Did you enable it with the door trick? There's no script timing on the doors.

  6. #6
    Member
    Registered: Apr 2011
    Location: Montpellier, France
    Psych0sis used the FlickerTrigger object to do it in Soulforge. There are 6 of them scattered in the mission, including one at the very start.
    I looked around in TDP/Gold missions for the FlickerTrigger objects and found some in Cragscleft, Bonehoard, Assassins and The Lost City. For now nobody has been able to reproduce the Infinite Speed Potion bug in TDP/Gold.
    Last edited by skacky; 14th Mar 2018 at 14:10.

  7. #7
    New Member
    Registered: Oct 2017
    Quote Originally Posted by skacky View Post
    Psych0sis used the FlickerTrigger object to do it in Soulforge. There are 6 of them scattered in the mission, including one at the very start.
    I looked around in TDP/Gold missions for the FlickerTrigger objects and found some in Cragscleft, Bonehoard, Assassins and The Lost City. For now nobody has been able to reproduce the Infinite Speed Potion bug in TDP/Gold.
    What he said. From what we assume, trigflickers operate on a global timer as well. This is a VERY basic impression personally, but it seems saving and loading messes with the timers in the game's code. Perhaps for a split second, the timer for the Flicker is empty, and using the speed potion fills that gap. The script then, like it's supposed to, removes a timer to "shut off" its effect, but it's empty, so it just grabs any timer out there, which in this case is the speedpotion. This is probably all wrong by the way, its a very VERY general guess I've come up with really. Feel free to tell me why I'm wrong, cause I most likely am.

    Quote Originally Posted by Grandmauden View Post
    Don't know if it'll make any difference, but I've also got a save file of Sabotage at Soulforge with the glitch active from a few years back (NewDark v1.23).

    Download link

    As I recall, I had just triggered the signal tower above the turret production room and taken the elevator back down. Rather than deal with the turrets any more, I chose to drink both a speed potion and an invisibility potion so I could make a break for the exit (and pick up all the items on the tables, because I'm a kleptomaniac). The invisibility potion wore off as normal, but the speed potion did not.
    Yeah, this was most likely done nearby another one of these "TrigFlickers". Like skacky said, there's 6 of them in the level. It seems save/loading in general, at any point in range of them, enables the glitch. You don't even have to drink the potion as soon as you load in either, oddly enough. One guy was able to get the potion glitch after consuming it a pretty long time after his load, link, so it's still a mystery how it works. Also, for the invisibility potion, it seems the game checks visibility in its code every couple of seconds or something, drinking the potion just delays the check until another timer runs out. It's probably still theoretically possible to probably get infinite invisibility, but the check makes it a toughie.
    Last edited by Psych0sis; 14th Mar 2018 at 15:02.

  8. #8
    New Member
    Registered: Oct 2017
    Also, sorry for double posting, but I was just curious if maybe someone could recreate Soulforge's first room scenario in a thief 1 FM map. Just a basic room with a trigflicker set to 4000 rate really. It probably won't work given what you said about the way the timers are started etc, but it'd probably be a really easy scenario to create, just for the sake of ruling that out completely.

  9. #9
    Member
    Registered: Apr 2013
    Is possible to replicate speedpotion bug in missions Casing the Joint and Sabotage at Soulforge. Any other missions?

  10. #10
    New Member
    Registered: Oct 2017
    Quote Originally Posted by Xmodule999 View Post
    Is possible to replicate speedpotion bug in missions Casing the Joint and Sabotage at Soulforge. Any other missions?
    I'd imagine, at the bare minimum, it'd be possible on Masks, Life of the Party, Kidnapping and maybe Precious Cargo. I checked Eavesdropping and for the most part the door scripting doesn't seem to be present on any of the doors.

    But I'm sure you'd manage to find a way to edit the map files like you always have and find a way to do it. "Knowledge only for me".

  11. #11
    Member
    Registered: Apr 2013
    In Thief 1/Gold is impossible to replicate speedpotion bug. In System Shock 2 is this possible?

    Where to find speedpotion in mission "Masks"?

  12. #12
    Member
    Registered: Mar 2015
    Location: Wisconsin
    Quote Originally Posted by Xmodule999 View Post
    Where to find speedpotion in mission "Masks"?
    No speed potions are available in "Masks," unfortunately.

  13. #13
    New Member
    Registered: Oct 2017
    Quote Originally Posted by Grandmauden View Post
    No speed potions are available in "Masks," unfortunately.
    Yeah, my bad. For some reason I figured the inventory from Casing carried over.

  14. #14
    New Member
    Registered: Oct 2017


    If it worked on this elevator, one could assume it works on probably all of them. That would mean you can most likely enable the glitch on the elevator after the lock-pick section of the mission. This would speed up the level a decent amount.

    Sorry for the weird audio stuff. I muted the wrong audio bar (desktop audio instead of mic audio) for the first recording of the glitch, so if its pretty quiet that's why.

  15. #15
    Member
    Registered: Apr 2013
    How to replicate speedpotion bug in Sabotage at Soulforge I know, I don't know how to replicate outside starting point this bug. How?

  16. #16
    New Member
    Registered: Oct 2017
    Can anyone look into Cameras and their alarms? I noticed the Alarms (little red light bulb things) have a ScriptTiming of 2 set to them, could these be abused as well? What is the timing tied to exactly?

    You can also get the glitch done on Kidnapping btw

    https://clips.twitch.tv/BrightDepres...sePeoplesChamp

  17. #17
    Member
    Registered: Apr 2013
    How to replicate this bug in Kidnap? After about 600 attempts there are total 0 with this bug.

    I see that infinite speed potion in Life of the Party is always possible if Garrett (Player) is positioned at X -351.52, Y 191.78, Z 32.02, H 93.05, P and B are 0, D 1.83, W 2.64 and H 6.53. And if doors will be automatically closed after 1 second.
    Last edited by Xmodule999; 9th Apr 2018 at 14:39.

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