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Zelda Classic 2.50.2


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#151 Cukeman

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Posted 02 April 2016 - 06:12 AM

In ZQuest there is a button marked "Normal" when I click it (or type "o") it cycles between Normal, Relational, Dungeon, and Alias.

 

If I open ZQuest fresh (or revert to saved) and click to Relational it doesn't work. 

If I open ZQuest fresh (or revert to saved) and type "o" to Relational it works fine.

 

In either case, once "o" is typed in a ZQuest session, clicking to Relational works fine (but not before). It's not a big thing, but seems like it could be a bug. At the very least it's confusing why Relational doesn't work sometimes (if you don't realize the "o" key must be typed first for it to activate).


Edited by Cukeman, 02 April 2016 - 02:49 PM.

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#152 Lüt

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Posted 10 April 2016 - 02:37 PM

If I open ZQuest fresh (or revert to saved) and click to Relational it doesn't work. 

If I open ZQuest fresh (or revert to saved) and type "o" to Relational it works fine.

 

In either case, once "o" is typed in a ZQuest session, clicking to Relational works fine (but not before).

Oh.

 

So that's why the one time out of thirty I tried to use it, and it actually worked, wasn't a fluke.

 

Interesting catch.



#153 Mani Kanina

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Posted 26 April 2016 - 09:51 AM

Would anyone mind telling me why View Flags and File is mapped to the same hotkey?

#154 Saffith

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Posted 26 April 2016 - 11:09 AM

File is a menu. It's Alt+F, not just F.

#155 Mani Kanina

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Posted 26 April 2016 - 11:28 AM

Right, that seems to be the case, it was just a matter of windows (or ZQ) flipping out and thinkint the alt key was pressed when it wasn't. :V

#156 Cukeman

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Posted 14 May 2016 - 11:55 PM

Wish I could open ZC and ZQE at the same time on Mac.
 
Relational Mode issue
 
EDIT: Also, enhanced music saving bug (works fine in 2.50 though): http://www.purezc.ne...showtopic=69431
 
EDIT 2: Loading a .wav SFX with a name that's too long crashes ZQuest
 
EDIT 3: Clicking "Edit" on a message string you just pasted crashes Zquest
 
EDIT 4: Tribbling Enemy BG SFX bug: http://www.purezc.ne...showtopic=70389
 
EDIT 5: Manhandla has an animation glitch/error: each head is animating 3 frames instead of 2, resulting in flashing heads facing the wrong direction.
 
EDIT 6: Once I set a screen's Special Item, it won't go back to "none"
 
EDIT 7: Push blocks are not triggering screen secret SFX

 

EDIT 8: A+B Button Issue http://www.purezc.ne...showtopic=70466

 

EDIT 9: I shift selected two tiles on a tile page (in column 19 and 20) copied them with C, then went to move them one space to the right with M, so 19 would be in 20 and 20 would be 1 in the next row. 20 did appear as 1 in the next row, but the other tile (which should have appeared in 20) vanished.

   Also happens with more than two tiles selected, tiles that should appear in the first row in place of previous tiles simply vanish.

 

EDIT 10: If Link leaves the Ganon room during the fight, the roar SFX will follow him from screen to screen (but then I guess shutting Link in the room makes this a non-issue)

 

EDIT 11: If Link scrolls to another screen while his sword is held in a charge you will see a graphical sword glitch on the far side of the next screen you enter.

 

EDIT 12: If Link is charging his sword and taps a Dodongo like a bombable wall he will freeze for moment.

 

EDIT 13: I notice that if I change an enemy's type through the dropdown there are issues, but if I paste a default enemy on top of it, and then make my edit it works fine. This is maybe because changing the enemy types doesn't update the O. Anim(?)

 

EDIT 14: When I increased the size of a Wall Master's hitbox, I noticed that, when I turn on the view hitboxes cheat, the hitbox is displayed in the wrong place, leaving the actual collision area unmarked.

 

EDIT 15: Probably not classified as a "bug", but the F.Rates do nothing on certain enemy types/animation types, such as Keese, Digdogger, Flying Enemies, etc.

 

EDIT 16: If Link is standing on the edge of the screen vs. the center of the screen, the trailing graphics for Link sending out Nayru's love will or won't show up (but the return trails seem to show up fine).

 

EDIT 17: If an enemy with a BG SFX is making noise and Link enters a fairy ring, both the fairy ring heart fill SFX and the enemy BG SFX will cease to make any noise.

 

EDIT 18: In the Enemy Editor, if the Pal CSet is anything other than -1, the enemy will use that Pal CSet whether or not Use Pal Cset is checked.


Edited by Cukeman, 06 August 2016 - 06:39 PM.


#157 Anarchy_Balsac

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Posted 23 June 2016 - 03:44 PM

You know, no-one promised any kind of reversals for the bugfixes. If in the future, there is a workaround for these complaints, it'll be because people decided to spend even more time making that work.

 

Odd, cus there's this post by Gleeok on page 4:

Looks like we'll have to notify the families of those involved. Begin message: ..-...-.-...-.-.--......-.-...-. Full stop.

motivator.jpg

We get it. There are a lot of improvements, but a few things didn't work out so well for backwards compatibility. It has been gotten. The gots have been getted. Now I got to get. :P

 

And this post by SAFFITH HIMSELF on the AGN forums:

http://armageddongam...ll=1#post909022

 

And this one from Gleeok:

http://armageddongam...ll=1#post909039

And this one from Saffith:

http://armageddongam...ll=1#post909046

 

But I guess we're retconning history?



#158 Anthus

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Posted 28 June 2016 - 10:19 PM

I just want to take a moment to say we shouldn't get snappy with the developers. Yeah there are some issues, but it's a free program that people with skills and time make in their free time. The guys that run these sites, and create these programs still have to spend real money on keeping the hosts, and sites up and running. Not trying be be a dick I just think people should think about this. :)

If this was a $1200 dollar game engine with an $80 a month license fee, and a $1000 publishing license than yeah, I'd be pissed too. :P

But it's not.
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#159 Timelord

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Posted 30 June 2016 - 05:34 AM

Odd, cus there's this post by Gleeok on page 4:
 

 

 

And this post by SAFFITH HIMSELF on the AGN forums:

http://armageddongam...ll=1#post909022

 

And this one from Gleeok:

http://armageddongam...ll=1#post909039

And this one from Saffith:

http://armageddongam...ll=1#post909046

 

But I guess we're retconning history?

 

Those aren't promised reversals: Please re-read what was stated. In fact, Saffith explicitly told you that we can't add many more Quest Rules. We're essentially out of space--we can fit maybe five more, before we're in deep doo-doo--with the present method of handling them. I do have an idea that would radically change QRs forever onward, for the next ZC version, which is not going to be 2.50.3, if my vote matters; but I have no idea if it'll be implemented, or even fully viable.

 

We'll probably add some enemy editor settings to override/edit the behaviour that you want to control, but that would be for a later ZC version, not as yet-another-patch to 2.50.

 

We aren't ignoring these as feature requests, we're just not going to release 2.50.3-the-Anarchy-Edition to handle one of many dozen requests. There is quite a lot going into the next build, that people have been begging for, for years, and if this doesn't make the cut, then it'll likely go in eventually. If you want it faster, you know where to find the source code, and are welcome to work on it, to ensure that things you find a priority might happen faster.

 

The sad fact is that there should have been a Gamma (RC) phase for 2.50.2 to weed out this sort of complaint before it became a new brick in the wall, but there wasn't, and it's far too late to put the djinn back in the box.

 

As an afterthought, I should note that there have been things not in ZC that I've been asking be added for years, that are still not part of any core release. In the end, I've become one of the people adding these things to the engine; which admittedly, now anyone can do, if they have a mind to do it. I won't say that it's easy, or even rational, but, well, I've never claimed I was either of those things, either. (Have I?)

 

But aye, shouting at the people who could make the improvements that you want, and pointing fingers when you don't instantly get your way, isn't going to garnish any favour. i.e. Don't snap at the hand that feeds you. I don't get it all me own way, either.

 

...and for what it's worth, I'm in favour of making the improvements that you requested. Pestering about them every few months, really isn't required.

 

 

If this was a $1200 dollar game engine with an $80 a month license fee, and a $1000 publishing license than yeah, I'd be pissed too. :P

But it's not.

 

You have to spend that much, before you think you're owed something decent out of a commercial product? Shame on you. If it costs me five quid, I expect and demand support. :P

If it's free though, and sans-adverts, that's different.

 

 

Right, that seems to be the case, it was just a matter of windows (or ZQ) flipping out and thinkint the alt key was pressed when it wasn't. :V

 

A little old post here, but do you happen to recall if this followed using Alt+Tab; and was this on Win 7?


Edited by ZoriaRPG, 30 June 2016 - 05:43 AM.


#160 SyrianBallaS

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Posted 01 July 2016 - 12:38 AM

.NET Core and ASP.NET Core have been finalized, if I got anything to say about it I'd say for the Next Gen Project we should use C#.

 

I cannot for the life of me get the source to compile, do I need to do it Linux style? (..objdir/srcdir/configure; make; make check; make install).

The Visual Studio version is too old for me to use.


Edited by SyrianBallaS, 01 July 2016 - 12:38 AM.


#161 Timelord

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Posted 04 July 2016 - 07:02 PM

.NET Core and ASP.NET Core have been finalized, if I got anything to say about it I'd say for the Next Gen Project we should use C#.
 
I cannot for the life of me get the source to compile, do I need to do it Linux style? (..objdir/srcdir/configure; make; make check; make install).
The Visual Studio version is too old for me to use.


Try Tamamo's makefile for Windows if you can't use VS2003/2004/2008. Or, install VS2004 in a a VM, like a few of us did. :)

The .proj files can be a pain.

Gleeok also wanted to use C#. I advised against it, due to it being so Microsloth-centric. Until there is very widespread use on all platforms, I wouldn't want to support that.

Edited by ZoriaRPG, 04 July 2016 - 09:43 PM.


#162 Anarchy_Balsac

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Posted 04 July 2016 - 08:15 PM

Fine, I can make these rules. In the meantime, you could always script them. They're pretty simple.

 

But yeah, he didn't say that, even though he did.

 

I suggest next time before you get condescending you bother to read the entirety of what was posted and discussed, since you obviously missed some things in your haste to defend Mr. Rigid.

 

 

I just want to take a moment to say we shouldn't get snappy with the developers. Yeah there are some issues, but it's a free program that people with skills and time make in their free time. The guys that run these sites, and create these programs still have to spend real money on keeping the hosts, and sites up and running. Not trying be be a dick I just think people should think about this. :)

If this was a $1200 dollar game engine with an $80 a month license fee, and a $1000 publishing license than yeah, I'd be pissed too. :P

But it's not.

 

First of all, Saffith did NOT make Zelda Classic, that was Phantom Menace.  He didn't make ZScript either, that was L.  Even if he had, no amount of contributions, excuses treating the community like shit or ruining people quests, and then turning around and saying you'd rather ruin people's quests than to have ONE version of the program be bad.


Edited by DaviAwesome, 05 July 2016 - 09:50 PM.


#163 Gleeok

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Posted 05 July 2016 - 12:25 AM

Gleeok also wanted to use C#. I advised against it, due to it being so Microsloth-centric. Until there is very widespread use on all platforms, I wouldn't want to support that.


Huh? Wait. Who did what in the what now?


He didn't make ZScript either, that was L.


DarkDragon actually did most of the ZScript/parser stuff. IIRC jman put a lot of the script module stuff together in ZC. Been a while though and my brain is getting old.
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#164 Timelord

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Posted 05 July 2016 - 12:40 AM

Huh? Wait. Who did what in the what now?


Am I remembering poorly, or are you? Which of us is the more senile? Who are you, again?

DarkDragon actually did most of the ZScript/parser stuff. IIRC jman put a lot of the script module stuff together in ZC. Been a while though and my brain is getting old.

 
-L- Did do a lot of the ZScript fixes, and additions from around build 600 to ~1100. DD did the initial stuff, jaman and joe123 did some too.
 
I could have explained that to A_B, but it'd just be another wasted effort. The topic of his requests has pretty much earned the 'I Just Don't Care Award of 2016' because of the above post.
 
P.S. I need to talk to you about opening up the old ZC Beta dev board (at least to some of us), as I need to find out why a few things happened during 2007-9-ish, if those posts/threads/discussions were retained.

#165 Anarchy_Balsac

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Posted 05 July 2016 - 01:05 AM



DarkDragon actually did most of the ZScript/parser stuff. IIRC jman put a lot of the script module stuff together in ZC. Been a while though and my brain is getting old.

 

What happened to Dark Dragon anyway?  Breaker piss him off too?

 

Zoria - You are being stubborn, it was pointed out to you SEVERAL TIMES tat BOTH SAFFITH AND GLEEOK acknowledged the need to fix the problems created.  Yes, I dislike  Saffith's attitude about it, but why wouldn't I?  Are we supposed to accept that SAFFITH RUINED OUR QUESTS WITH HIS BULLSHIT!?! and yet still doesn't think it;s a problem?


Edited by Anarchy_Balsac, 05 July 2016 - 01:10 AM.



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