bjorn98009_91 wrote:Should the map patch or Hu Ren fix stuff that speedrunners use, like the UNATCO guy that runs out of HQ at Liberty Island if you toss a gas grenade outside the building.
This one in particular is already fixed in my working version of Human Renovation, since gas grenades (and similar explosive effects, like LAM dust clouds) will no longer spawn through walls. In a more general sense, though, preventing NPCs from walking through locked doors is incredibly difficult since pathfinding is trash.
Or the exploit that you can gain lots of items if you toss the item and then quickly pick it up cause the game adds inventory faster than it removes it.
... Well, that one is new to me. I might look into this later.
bjorn98009_91 wrote:I found the superjump especially interesting. Turn on the jump aug, go to Settings -> Game options and then back to the game about three times. Now when you jump it's super high.
That's just bizarre. I'll have to verify this for myself.
EDIT: Okay, I've figured out the cause of the super-jump bug with the speed augmentation. When you turn the speed aug on, it sets your jump velocity as follows, basically multiplying its current value by some amount:
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Player.JumpZ *= LevelValues[CurrentLevel];
... Which normally works fine, because it's then reset to a default value upon reactivation.
The problem here is that the Game Options menu has the "Show all/active augs" option, and when that's set, it tells the player's AugmentationSystem object to refresh the aug display... which, perhaps in the interest of being thorough, makes sure that any active aug is actually in the active state by calling GotoState('Active') on the aug. This is bad, because it causes the augmentations to execute whatever code they're meant to execute when first becoming active. In this case, it means the speed aug
again multiplies your jump velocity by its value.
Incidentally, this doesn't happen in Human Renovation since it has altered speed aug code, but I wasn't aware of this issue at the time. I'll probably shoehorn in a fix such that it doesn't force augs into the active state unless they should be
and aren't in that state already.