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Cutscene and QoL fixes Pt. 2 #25

Merged
merged 10 commits into from
Apr 11, 2024
Merged

Cutscene and QoL fixes Pt. 2 #25

merged 10 commits into from
Apr 11, 2024

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MrMiguel211
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@MrMiguel211 MrMiguel211 commented Mar 13, 2024

Skippable Cutscenes

  • Heavily improved Hive Totem, Energy Core and Ruined Courtyard cutscene skips.
    • The water now always ends up where it should be if you watched the whole thing.
  • Improved Hive Totem intro cutscene skip timings.
  • Fixed Observatory projector activation cutscene skip activating the projector twice if skipped the cutscene late.
  • Fixed Flying Pirates moving up away from the player upon cutscene skip in Control Tower.
  • Fixed Combat Visor being forced upon grabbing the pickup in Research Core for Competitive Cutscene mode.
  • Added a "Doors Unlocked" HUD Memo in Control Tower once the fight is done for Competitive Cutscene mode.

QoL

  • Increased the size of the Load Trigger to Furnace Access in Energy Core.
  • Adjusted the Hive Totem scan position to match it's PAL counterpart.
  • Adjusted Ruined Courtyard water going down timer to better fit visuals.
  • Fixed fog in Research Entrance disappearing after clearing the 1st Pass Pirates and before the 2nd Pass Shadow Pirates.
  • Fixed Energy Core Puzzle music not playing again if left the room while the timer is going down.
  • Fixed underwater sound playing even if you are not underwater in Energy Core.
    • The sound activation trigger now properly follows the water.
  • Fixed Beetle music still playing if left Ruined Shrine through the bottom.
  • Fixed sometimes getting stuck near the end of the Spider Track in Ruined Fountain.
  • Fixed Save Station B playing it's music and interrupting Phendrana music if left the room too quickly.
  • Removed overlooked music triggers in a few rooms.
  • Observatory
    • Fixed incorrect music playing when the projector is active, it now plays it's designated music permanently upon room entry.
    • Fixed panel activation cutscene playing on 2nd Pass when the projector is already active.
    • Restored an unused particle effect for the projector.
    • The projector now loads activated instead of activating immediately upon load.

@toasterparty toasterparty self-requested a review April 11, 2024 16:56
@toasterparty toasterparty self-requested a review April 11, 2024 17:42
Comment on lines +3414 to +3431
// Fix Jank SpiderBallWaypoints
"editObjs": {
"524348":{
"position": [233.722382, -54.112278, 32.689095]
},
"524378":{
"position": [234.53627, -52.153915, 32.689095]
},
"524379":{
"position": [235.663055, -51.395695, 32.689095]
},
"524380":{
"position": [236.473007, -50.495583, 32.689095]
},
"524300":{
"position": [236.726593, -48.492104, 32.689095]
}
},

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This is a really good example of a change that pushes my comfort level in how much gameplay change I'm willing to accept for a QoL update and I had to think on it for a bit.

I'll accept this one, but be warry I won't accept any change which alters gameplay in a more significant manner than this.

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I think there needs to be a rule about making PRs more atomic tbh. many of these changes need to be considered separately, and wouldn't cause merge conflicts if split into separate PRs

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The more stuff you put in a PR, the exponentially longer it will take me to approve and merge. No rule needed

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This is a really good example of a change that pushes my comfort level in how much gameplay change I'm willing to accept for a QoL update and I had to think on it for a bit.

I'll accept this one, but be warry I won't accept any change which alters gameplay in a more significant manner than this.

I mean you're the boss, If you're not comfortable about something then by all means I'll undo it, but I didn't think this was too much of a big change.

@toasterparty toasterparty merged commit ace5d51 into randovania:main Apr 11, 2024
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@MrMiguel211 MrMiguel211 deleted the cs-skip-music branch May 16, 2024 21:51
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3 participants