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Old 23-08-18, 18:52   #1
Girafarig32
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Default Spike Death Glitch

Greetings all! I'm here to bring you another little silly thing found in TRLA. It's a glitch in which Lara smacks her head off the upper wall and is somehow glitched into collision with the wall enough to interact with the spikes. Enjoy the little video I made

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Old 23-08-18, 19:44   #2
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Didn't see that one coming. Let's hope you weren't in the middle of a no-save run!
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Old 23-08-18, 22:17   #3
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I assume that the spikes that killed her were in the next room as we can see them.

There was no hidden spikes further down below at all?

Going by the video, and as I cannot remember the level well, I would expect that the two rooms were interconnected, and that her head/body leaned into the other room just a little bit, and there was enough interaction through the wall with collision detection to actually kill her.

Anyway, thats a good answer to get the chat going, even if its wrong
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Old 24-08-18, 03:25   #4
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I'm going to mess around with this glitch a bit. I think as long as Lara hits her head on that wall and lands onto the square beneath it (and in front of the pit), she will be impaled. Going to check it out now.

EDIT: Ok, so it looks like you actually have to be close to the wall nearest the spikes, hit off the top wall, and fall slightly into the wall with the spikes in order for the glitch to occur. Interestingly, I got Lara to do the spike death animation further away from the wall on one try.
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Old 24-08-18, 10:28   #5
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Its a real mystery Girafarig32

I wonder why the spikes are killing her away from the collision detection of the spikes themselves?

It makes more sense if she brushes slightly against the spikes and dies.

Can you tell us where these two room are in the level, so I can have a look at it in detail with some TR tools, thanks.
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Old 24-08-18, 19:39   #6
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The same thing can happen in Thames Wharf at the very beginning, by climbing up to the high ledge behind the start and trying to jump and grab the ledge with barbed wire which can be used to shortcut the entire stage behind the slope. If you are at all above the level of the barbed wire-ledge edge when you reach it to grab, lara will perform the spike-death animation on the ground below the ledge.

All that to say, I think any downward motion while touching spikes results in death, even from the side. Since Lara is well known to slide into walls and corners in these games, and that wall is theoretically not even three-dimensional, I think part of her has slid through the wall and since she was moving downward while she did that, she died. Try it out in Thames Wharf!

Cheers
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Old 24-08-18, 21:05   #7
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It's probably what Chi said
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Old 24-08-18, 21:28   #8
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@BaaFoKeemb that is interesting. Thanks for sharing!

Quote:
Originally Posted by The Great Chi
Can you tell us where these two room are in the level, so I can have a look at it in detail with some TR tools, thanks.
It's in Willard's Lair above the large green goo pit near the top. It's after the spike wall timed run.
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Old 25-08-18, 12:37   #9
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Thanks for giving me the location

I do see what is causing the problem in that danger area, but not why

The danger area is where Lara is dying.

The room 106 is where the danger is, and it is looking through to room 59 which has fixed spikes and vertically moving floor spikes which drop two squares.

It is the collision detection of the spikes in room 59 that seems obviously to be the cause of the problem in room 106.

You can see this in the following two pictures, but the third picture showing no connection at all between the two rooms is the head scratcher, as technically there should be no interaction between these two rooms, other than being able to see each room via the grated window. So the fixed spikes and moving spikes should not be interacting at all.

All we need now is someone to explain why there is an interaction of the spikes on Lara when she is in room 106

Room 106 alongside room 59....


Room 59 with fixed spike next to window and moving spikes....


No interconnection....
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Old 25-08-18, 13:09   #10
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Actually there is a portal with toggle opacity 1 (can't go through it because toggle opacity 1, but it's there) and iirc those don't show in fexinspect (?)
But since there is a portal that *Lara* (only Lara) can't go through, the spikes' hitbox goes a little bit into the "danger area"
-if there was no portal we wouldn't be able to see between the two rooms-
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