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Wrong initial trigger state
In Atlantis the pillars are initially in room 58 and in the wrong order. If level is loaded in noclip state then they have a correct order because they are in room 87 instead and not flipped. In the starting room the doors are not opening for the same reason.
The same thing happens in Tomb of Tihocan with rooms 75 and 88 but flipped afterwards to the correct state. It could be that something is not implemented yet.
That presents a problem for switches and locks in that levels. My guess is that something wrong happens when entities are transferred during room flipping.
I remember a bug with flipped rooms which incorrectly set invisible entity attribute to visible (e.g. falling ceiling in Tomb of Qualopec). Possibly whole entity structure is messed up when rooms are flipped.
Is it still happening?
Yes. Just try Atlantis level. No doors are opening in the initial room until you flip it manually.
Seems that the reason for this is simple: flipping doesn't work from initial position. I can only flip that level when Lara has moved from the trigger sector.
The Atlantis initial flip bug happens for several reasons. First, there is a one-shot flag which prevents trigger from working twice. And there is no any entity linked to this trigger at all, just FLIPMAP. Second, it uses flip effect 16, which flips rooms several times back and forth with predefined delay.
TR1_MAP14 start: trigger: once = true; cmd1: FlipMap[0].mask = 0x1F; flipped to alt; cmd2: flicker; Questions: flicker works with flipmap[0] hardcoded? may be it only flip rooms to back without flipmap routine?
That's a good question. I tested FLICKER_FX on a test map, but didn't try to implement several FLIPMAPs there.
Can someone please confirm what a "FLIP MAP" is?
FLIPMAP is a trigger command which change flip state for alternate rooms. It's described in TRS3.