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Zelda Classic 2.50


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#151 Ventus

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Posted 22 February 2013 - 11:24 PM

QUOTE(Mr.ReDead @ Feb 22 2013, 10:11 PM) View Post

I'm having a bug when trying to use the item placer to place an item on screen...I'm not sure if other people are having this bug or if i'm just having it due to me using ZC 2.5 most recent release on a Windows 8 system. Is anyone else having this problem?

Its a problem with Windows 8 sadly... ZC just doesn't like to run on windows 8 to well at all....

#152 MoscowModder

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Posted 22 February 2013 - 11:43 PM

What is the bug?

#153 LinktheMaster

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Posted 22 February 2013 - 11:49 PM

Is the problem with it not following the cursor well? I had a problem with stuff like the item placer sort of not moving with the cursor if I was moving my mouse slowly. But that was on Windows 7.

#154 Mr.ReDead

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Posted 23 February 2013 - 12:03 AM

Whenever I try to use the item placer square, zquest crashes. Im thinking this is because im on Windows 8 for my PC. I can always use it on my laptop...it is windows 7..

#155 Mr.ReDead

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Posted 24 February 2013 - 03:33 AM

Alright, I've confirmed that it is my windows 8 PC causing the bugs. I am now using my laptop (Windows7) solely for ZC quest building.

#156 Jamian

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Posted 28 February 2013 - 06:43 PM

Some small bug I've noticed: if you use a warp and the flag "sprites carry over in warp", if Link was performing a hurricane spin during the warp, his sword will remain stuck in one place for the remainder of the spin's duration, and Link will spin around without a sword (and will not be able to hurt enemies).

#157 HylianGlaceon

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Posted 28 February 2013 - 08:31 PM

For some reason if you get a Level Specific Key and have a String Control Code to change if Link has a key, it doesn't count the Level Specific Key as a Key..

#158 MoscowModder

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Posted 28 February 2013 - 08:34 PM

Believe it not, level-specific and normal keys are actually very different (their values are stored in two different arrays for anyone who uses ZScript), though it might be nice to have a string control code to check for both types of keys.

#159 HylianGlaceon

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Posted 01 March 2013 - 05:21 PM

Well, it kinda ruins an idea I had regardless. I wanted to set up some side-quests where you get stuff through strings but only get the specific string to appear once. This would be easy if I had the items slots required, but I don't have enough to give an item per side-quest. (Planning for 50 spots total)

It basically gives you a key that you use to activate a secret that warps you to a different screen where a reward is. Just the problem is you can get multiple keys on a screen which either leads to people using up too many resources for something they didn't need or they get too many keys and break the game which would be the case if I used regular Keys.. If the string recognized any Level Specific item, it would be impossible for either of that to happen and once the secret is triggered, you couldn't get back to that one screen to mess around anyway.

I've tried Level Specific Keys, Boss Keys, Triforce Fragments (Doesn't work beyond Level 8 ), Compasses and Maps and none can be detected by a string control code unfortunately..

For the time being I'll have to leave it as is and put a warning that you can waste resources by activating the string too much then...

#160 MoscowModder

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Posted 01 March 2013 - 05:35 PM

Or you could use a modified version of whatever script you use to play the strings (or use a script if you're not using one already) to only show each string once.

#161 HylianGlaceon

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Posted 01 March 2013 - 06:34 PM

QUOTE(MoscowModder @ Mar 1 2013, 04:35 PM) View Post

Or you could use a modified version of whatever script you use to play the strings (or use a script if you're not using one already) to only show each string once.


I'm using the Signpost one. Just the string that I want to only play once doesn't always appear so I doubt there's an easy way to have a script do that.

#162 MoscowModder

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Posted 01 March 2013 - 06:37 PM

On the contrary:

CODE
//D0: String to play when you first enter the room
//D1: Screen variable to save to (0-7)
//D2: Time before string is played (minimum 12)
//D3: If 1, must kill enemies before message appears
ffc script oneTimeMessage{
    void run(int m, int perm, int delay, int clearEnemies){
        if (Screen->D[perm]){
            return;
        }
        else{
            if ( clearEnemies ){
                Waitframes(4);
                while ( Screen->NumNPCs() > 0 )
                    Waitframe();
            }
            Waitframes(Max(12, delay));
            Screen->Message(m);
            Waitframe();
            Screen->D[perm] = 1;
        }
    }
}


Yes, I could also edit the signpost script to only show the string once as well.

#163 HylianGlaceon

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Posted 03 March 2013 - 03:01 AM

Someone came in the chats with this weird bug where combos were animating without having any animation frames set while using this Tileset in this version of ZC.

http://www.purezc.co...=tilesets&id=10

After opening the winter_example_bs1stBetaVer2.qst, change the cset to 4 and the combos will constantly change csets on the combo page.

There's nothing set that I can see for them to change or animate in any way, they shouldn't be doing anything, but they are.

So, what's going on with this? Is there a feature doing this or some sort of bug in ZC?

#164 Russ

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Posted 03 March 2013 - 03:39 AM

So, fun thing to try. Make two dmaps, set them to the same map. Warp yourself from one screen on the first dmap to the same screen on the second dmap. Try moving. You can't. This kinda breaks something I was building.

#165 tox_von

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Posted 03 March 2013 - 07:20 AM

was the save bug where saves get deleted in rc2? when i was using rc2 it seemed bugfree except where link gets pushed out to far when he moves from screen to screen. All other releases seem more buggy including the final one.

Are there going to be more 2.5 updates eg every 6 months/year?


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