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TAS'er looking for some memory watching help...
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zoinkity
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 PostPosted: Sun Sep 18, 2011 8:52 am    Post subject: Reply with quote Back to top

So you know, there's more than a few logic errors in GE. Keep in mind when there's an obvious number gap that's usually because a whole segment of rooms etc was deleted or moved.

Also keep in mind Streets is one of the worst offenders with probably the most terrifying number of major changes and piecemeal code corresponding to them. For instance, turn on all rooms and look at the alleyways. Also, look at all the vehicle movement code or the gaps in spawn count. Heck, the fact that the 'maze' is made of objects is a clear indicator they originally intended to use objects to dicatte the route and the route would likely be difficulty-related, yet the clipping is fixed to said objects.

Other such messy code is found in Frigate, obviously missing a large number of hostages and their situations, as well as Silo with its glitchy sub-objective and such.
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 PostPosted: Sun Sep 18, 2011 9:41 am    Post subject: Reply with quote Back to top

Oh wow, I never thought of that, using objects could completely let you change the path of a level - could clip left and right directions, then object would block you differently for each loaded setup....that's brilliant, and now it makes sense why they did it this way.
 
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