Questions about the game's logic
Hi MetalFox Dioxymore,

I will try to clear some things up, but I don't know if I can answer every question.

Quote:Correct me if I'm wrong, but the game seems to load every rooms that is connected to the actual room, right ? I tested this : if I avoid checkpoints while going to a far room and die there, the game softlocks, because the room of the last checkpoint isn't loaded anymore.


Quote:BUT some rooms seems to not load until you activate a certain trigger : the scroll's altar, for exemple. When your are in the bottom of the tower, this room seems to be loaded only if you beat Orb... Is that right ? We tried Out of Bounds, Extended Blink Hitbox, but it seems impossible to reach that room before defeating Orb...

The doors in the tower actually initiates loading of one or two rooms before opening. The case for the scroll room at the bottom is very much like with the doors, but the trigger is inactive before the orb boss is defeated.

Quote:Alternate question : are there other rooms that aren't loaded until your reach some trigger ? And, if yes, what are their triggers ? I think that the "100% ending" is another room like this... I though for a moment that the tower portion at the left of the Oleg's fight room isn't loaded before you beat Oleg, but I'm not sure anymore (maybe the checkpoint is just too far to be reached with Extended Blink Hitbox)...

It goes for all rooms. They are all loaded because of triggers, except when you load from the main menu. In most cases, it's the same trigger that activates the scene when you enter it. Other than that, I think you've covered the rest.

Quote:II - Invisible glitch ?

There is a glitch that is provoked by making a new game from a save in the village, and makes us invisible to enemies, a bit explained here :
Why does the enemies doesn't "sees" us in that configuration ? Does the game considers us elsewhere the whole time ? Is there a "presence hitbox" that does not load properly ?

Probably a bug in the code that validates wether a player has entered a "navigation area". Only the player, the grues and the soldiers are involved in that code.

Quote:III - That mysterious fast-climbing
THIS is the video that may show the next major trick... It is quite old (version 1.2) and we don't understand it at all. The game considers the teslakid as "on the ground" all the time, making the animations glitchy and the vine climb super fast. We have spent countless hours to reproduce it, in vain. We don't even know if it has been patched of not... Do you have an idea of what is happening ? How to reproduce it ?

I'm just guessing now, but... the character has a list of objects that he is in contact with in all directions. It could be that the entry for some object was either not removed at the right time, or it was entered twice when it entered. This might have been fixed during a patch... I haven't searched through the logs for it. Such a bug could have been simultaneously creating other problems, and in that case we might have fixed it for other reasons.

Quote:IV - Given character vs Loaded character

The game sometimes reacts differently with the given character (the one that spawns at the very beginning, during the cinematic) and a loaded character (loaded game or after a death). The best exemple is the trials skip, that must be done with precise jumps with the given character (, and just by standing on with a loaded character (a strat we use in actual routes, since we skip the intro by quitting and reloading the save). What are the differences between the given character and the loaded one ?

That really shouldn't be the case. I'm guessing again... but you could be confusing another bug into this hypothesis?

Messages In This Thread
RE: Questions about the game's logic - by fredrik - 02-28-2016, 00:03

Forum Jump:

Users browsing this thread: 1 Guest(s)