Closed Richard-L closed 2 years ago
Points of interest:
Left is bad save with broken current, right is good save with working current. Only difference seems to be the tail value getting set in the good save (line 13). Head is loaded from the save, but it gets to 255 quickly in both saves, so that doesn't seem to matter.
Is there any harm in just clearing the LOT values if Lara is out of water? The only time they are used for Lara is for the current. I think that would fix this issue. Though I still don't fully understand how they were badly saved.
Could someone please attach the bad save in question?
Here. The thing is, we don't know if @Richard-L did any weird fly cheat stuff to mess up the save and no one else could reproduce the problem.
@asasas9500 aka ChocolateFan was going to take a look at it now that they can build T1M. But idk if they started debugging yet.
Has anyone in the world been able to reproduce this? If not I'd suggest closing this and reopen when there are more reports.
I would agree. Let's close this.
Can I comment on an issue that is closed? Sorry I remembered this only when I saw the notification that it's closed.
I just wanted to say that sometimes, after using the fly cheat, currents stop working for me. This does not happen every time. Should I try to investigate more?
Should I try to investigate more?
Yes please. When/if we have steps to reproduce, we can debug, but other than that it's just chasing wind…
I managed to break the current both in Lost Valley and my custom level. They seem to work in a slightly different logic though so next I will try to find out how to make this consistent.
And now the current in the beginning of Natla's Mines is also broken and I have no idea why this happens.
Using fly cheat is not necessary to produce this bug so it's more "severe" since it could happen even with a normal, non-cheating gameplay. Here is a clip where I've played with cheats disabled from the start of a new game to Lost Valley. The current breaks as easily as jumping into the water and saving & loading at the moment of impact.
This is not 100% consistent. The square I jump to may be relevant, and the timing as well. But it still works quite often.
EDIT UPDATE: this exactly same method breaks the current in Tombati too, so it's not really a t1m bug imo.
Interesting. After seeing this, what I do notice from my initial videos is that the state loaded has Lara positioned over water (too), as I saved in the moment she started climbing up. So perhaps loading from a state where Lara is on a tile with water on it has to do with it?
More cases of making the current not work (bad video quality because data limits) =
The Lost Valley
Natla's Mines
So in both of these videos I'm basically constantly saving and loading until the current stops working.
I made a little test level to present another case of the broken current. There are current triggers on the tiles where it says "current", and they lead to their respective "sink" tiles.
I was trying to replicate 1:1 an issue I have in my own custom level but it didn't work the same way here.
In either case, it's another current that stops working, not the one Lara is on at the moment. This made me think that the issue is somehow related to having multiple currents. And indeed there are at least 2 currents in both Lost Valley (the river, and the lake below) and Natla's Mines (they're one after another at the start).
A video of this test level:
Is it okay if I write this many comments...?
I mentioned this earlier but going to put it here with my own video too. In Sanctuary of the Scion, if you save&load right after using the underwater switch that is under a big statue, the current stops working:
Despite my best efforts, I have not been able to stop the current(s) from working in St. Francis Folly, Colosseum, Palace Midas and Tomb of Tihocan.
Should this issue be renamed since it's not only the Lost Valley current that is not working, and it's also not limited to t1m since it happens in tombati too?
level1&2.zip Here is 2 test levels: LEVEL1 and LEVEL2. The geometry of the levels is following:
There are only 2 rooms: upper room and water room (which has a wall sector in the middle). In the water room, there are 2 sinks and 2 rows of triggers to create the current. In LEVEL1 the sinks are mixed so that they are located behind the wall when compared to their triggers. A picture for clarity:
In LEVEL2 they are placed normally (sinks are next to their respective triggers).
Now, pathfinding in Tomb Editor is not 1:1 to Tomb Raider 1. For example gorillas sadly cannot climb. So these results should be taken with a grain of salt. Still this might help to figure out why the current would stop working.
Potentially fixed in this build. Trying to clear Lara's LOT values when the current goes inactive.
When you start the level and fall into the stream, it sucks you down the waterfall as is expected. After you've picked up the three cogs in the level and make your way back to put them in, this happened:
TombATI:
https://user-images.githubusercontent.com/4934209/137548483-d09b6e1b-6e82-4d6e-8d83-ac0a3a5f127d.mp4
TR1Main:
https://user-images.githubusercontent.com/4934209/137548586-585ea41d-9256-4480-9f4c-4352a2d18885.mp4
Tested the full scenario of selecting the cogs in both games and then falling into the stream. If the cogs are actually related or not I don't know of course. In TR1Main, if you save whilst you're swimming in the non-working stream, and load, it'll suddenly suck you down again, as if it was reset.