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Determine crashing rooms and make changes to them to stop crashing risks #135

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Miepee opened this issue Dec 18, 2024 · 2 comments
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@Miepee
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Miepee commented Dec 18, 2024

Particurlaly happens with door lock rando, but can also happen without iirc.

Small incomplete list:

room                         |  reason        | repro
-----------------------------------------------------------------------------------------------------------
Central Area Transport West  | Object Count   | Have Main Research and Caretaker loaded and do stuff (e.g. shoot quickly)
Torvus Groove                | ???            | First pass + grapple pirates + med vista loaded
Central Area Transport East  | Object Count   | Break crates with PB while dynamo works is visible
Torvus Temple                | ???            | Load Underground Tunnel with Pirate layer active
Chykka                       | Memory         | ???
GFMC                         | ???            | First pass + post-chykka OR loading any room that isnt the one you normally enter without watching the movie
Dynamo Chamber               | ???            | DLR
Reactor Core                 | ???            | kill quads, go near Map station, open map
@henriquegemignani
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Potential solutions:

  • CATW: Dynamic loading for caretaker drone
  • CATE: Dynamic loading for spider guardian
  • Torvus Temple: fancy dynamic loading for the pirate fight. A bit tricky because lots of tech involves doing oob things
  • GFMC: I'm not opposed to removing the cutscene and/or post-chykka layer

@duncathan
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gotta be the post-chykka layer. the room would just feel wrong without the cutscene, and I think the post-chykka layer is part of what makes torvus energy dangerous? would be nice to fix all of those

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