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2.50 RC2


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#136 tox_von

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Posted 06 August 2011 - 07:47 AM

Is it possible to link two rooms together and scroll between them in the new version? This would be a good feature.

#137 Moosh

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Posted 08 August 2011 - 04:24 AM

Are features still being added? Is there a possibility of the string editor getting a spellchecker in the future? I'm usually decent at spelling things, but sometimes I slip up. It's really embarrassing to notice a glaring typo in LQftH all this time after release...

#138 Avaro

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Posted 08 August 2011 - 05:24 AM

QUOTE(Pokemonmaster64 @ Aug 8 2011, 11:24 AM) View Post

Are features still being added? Is there a possibility of the string editor getting a spellchecker in the future? I'm usually decent at spelling things, but sometimes I slip up. It's really embarrassing to notice a glaring typo in LQftH all this time after release...

But that would annoy me all the way, when I write german strings or costum names for places and such.
Personally, I hope there wont be more features (except costum fonts, maybe) icon_biggrin.gif

#139 Moosh

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Posted 08 August 2011 - 05:25 AM

QUOTE(Avataro @ Aug 8 2011, 04:24 AM) View Post

But that would annoy me all the way, when I write german strings or costum names for places and such.
Personally, I hope there wont be more features (except costum fonts, maybe) icon_biggrin.gif

Usually stuff like that is toggleable. So like you could turn it off.

#140 ShadowTiger

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Posted 08 August 2011 - 08:07 AM

So write it into Firefox or MS Word first, for its spell-check capability. You can't copy and paste, but ZQuest can run in a window next to MS Word, can't it?

#141 Silver

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Posted 10 August 2011 - 04:46 AM

Didn't know whether to post this here since it's technically a technical issue, but seeing how it relates to RC2 I'll post it here.

I can't seem to open RC2 on Ubuntu (running Natty Narwal 11.04) and I keep getting a "There is no application for executable files" message...what does it mean? Do I need some other application/plugin to run RC2? icon_unsettled.gif

#142 Saffith

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Posted 10 August 2011 - 08:36 AM

Ah, right, forgot it loses the executable bit. Right-click > Properties > Permissions > Allow executing file as program. You can also open a terminal and run chmod u+x *-l.

#143 Gleeok

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Posted 10 August 2011 - 09:29 PM

I have a question:

Is there still a problem with drawing functions skipping frames at all?

#144 Jared

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Posted 10 August 2011 - 09:39 PM

I have a question:

Would it be too hard to make a tab for Link's climbing sprites (Like ladders)? And when a "Climb" combo is used, his items are disabled on it and the climb sprites are used? I think it would be very helpful to questmakers icon_smile.gif

Edited by Jared, 10 August 2011 - 09:39 PM.


#145 Colossal

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Posted 10 August 2011 - 10:01 PM

QUOTE(Gleeok @ Aug 10 2011, 07:29 PM) View Post
I have a question:

Is there still a problem with drawing functions skipping frames at all?

There are 2 frames where DrawString draws nothing. (Though other drawing commands are ok)

Edited by Colossal, 10 August 2011 - 10:01 PM.


#146 Saffith

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Posted 10 August 2011 - 10:12 PM

I've been checking it out with something like this...
CODE
while(true)
{
    Screen->FastTile(6, 0, 0, tile, 0, 128);
    Screen->DrawString(6, 0, 16, FONT_Z1, 1, 0, TF_NORMAL, str, 128);
    tile++;
    Waitframe();
}

And I've noticed that while the tile does appear during those two frames, it doesn't update. It just repeats the previous tile.


QUOTE(Jared @ Aug 10 2011, 10:39 PM) View Post
Would it be too hard to make a tab for Link's climbing sprites (Like ladders)? And when a "Climb" combo is used, his items are disabled on it and the climb sprites are used? I think it would be very helpful to questmakers icon_smile.gif

Not in 2.50. That's too much to add at this point.

#147 Gleeok

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Posted 10 August 2011 - 10:41 PM

QUOTE(Saffith @ Aug 10 2011, 08:12 PM) View Post

I've been checking it out with something like this...
CODE
while(true)
{
    Screen->FastTile(6, 0, 0, tile, 0, 128);
    Screen->DrawString(6, 0, 16, FONT_Z1, 1, 0, TF_NORMAL, str, 128);
    tile++;
    Waitframe();
}



Hrm.. I'm looking at it right now. If it is just the separate drawing buffers (aka DrawString) not working I was going to simply re-write the screen_drawing_commands to be a proper container that can hold dynamic pointers. But there is obviously something else going on there. For example, this is why DrawString draws nothing and FastTile is never updated:

CODE

//line 8289 link.cpp ...also line 10178. >_>
  memset(script_drawing_commands, 0, MAX_SCRIPT_DRAWING_COMMANDS*SCRIPT_DRAWING_COMMAND_VARIABLES*sizeof(int));
  draw_container.drawstring.clear();

also appears in advanceframe() and blackscr() AND game_loop(). . @_@

..But wait, there's more: Call in the next 2 minutes and get a free bag of "why didn't the script update the buffer and draw FastTile an extra time each frame?".



...So yeah, I don't know what you want to do with this.


edit: Funny isn't it? The assumption I had was DrawString didn't work in this case, but it turns out it's everything but DrawString that doesn't work!! Hahahahhhaaaaa!!1!!11

Classic.

#148 Silver

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Posted 11 August 2011 - 12:06 AM

QUOTE(Saffith @ Aug 10 2011, 06:36 AM) View Post
Ah, right, forgot it loses the executable bit. Right-click > Properties > Permissions > Allow executing file as program. You can also open a terminal and run chmod u+x *-l.
Ooh, thanks Saffith, you're a lightsaber - er a lifesaver. icon_heh.gif


#149 Moosh

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Posted 11 August 2011 - 09:04 AM

So would it be possible to add a global variable to alter Link's base movement speed?

#150 Gleeok

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Posted 11 August 2011 - 06:59 PM

QUOTE(Colossal @ Aug 10 2011, 08:01 PM) View Post

There are 2 frames where DrawString draws nothing. (Though other drawing commands are ok)


Should be fixed for good now. Thanks.


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