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Zelda Classic 2.5 RC4


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#181 XMSB

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Posted 04 October 2012 - 02:32 AM

This line led me to ask two questions:

QUOTE

Split std.zh into multiple, smaller files to make them more easily peruse-able. There is no need to have to alter scripts that import std.zh.


1. Is this going to affect any of the scripts that I'm currently using in my quests in any way?
2. How is this going to make scripting any easier? Having more files just seems a bit more complicated to me. icon_confused.gif

Edited by XMuppetSB, 04 October 2012 - 02:35 AM.


#182 Gleeok

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Posted 04 October 2012 - 03:54 AM

1) No, and 2) it probably wont. I wouldn't worry about it.

The file was getting too large so we decided to split them into two smaller ones - one for constants and one for functions. std.zh now just includes other .zh files instead of containing them.



#183 Saffith

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Posted 04 October 2012 - 12:13 PM

QUOTE(HylianGlaceon @ Sep 30 2012, 05:53 PM) View Post
EDIT3: Also, you remember that Armos bug I mentioned with the Walkthrough walls? I got rid of the Armos combos on the other side and the room still crashes when I walk through that wall at times which makes me think something else is the problem with it.. I can give pictures or send a quest file if that helps. It's being a real pain..

Yeah, let me take a look at that. Is that the same one with the Gleeok problem? I could check that out at the same time.

QUOTE(Moosh @ Oct 3 2012, 09:10 PM) View Post
Why's there a GetDMapScreenD() function but no GetDMapScreenState() function in ZScript? Just curious.

Screen states are handled by map rather than DMap, so GetScreenState is the closest you're going to get.
Functions to get a DMap's map and offset shouldn't be difficult to add, come to think of it.

#184 trudatman

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Posted 04 October 2012 - 05:50 PM

I'm not sure if this qualifies as a bug, but why is it that when I enter from the right, I see moldorm, but when I continue down to the screen below and then come back in, he is gone?

#185 Gleeok

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Posted 05 October 2012 - 02:46 AM

QUOTE(aaa2 @ Oct 3 2012, 08:47 AM) View Post

Hmm how to explain it best. I made a custom scrolling script that also has automatic shadows incorporated, however if anywhere there is a place on one of the two screens it scrolls inbetween where there is a transparent spot that is transparent for layer 0-6 then while scrolling at this spot(can also be a nearly whole screen) random garbage is being smeared. The same behaviour is also visible in the testquest i pm'd you some time ago if you want to check out what i mean. It's not that bad though so if you can also forget it if you want.


I can't reproduce a similar transparency bug with a minimal example, but what this sounds like it might be is a palette problem. What allegro does, I believe, is build a trans table based on 256-color palettes and uses that to determine pixel color when doing blending ops. If any colors or palette changes then the bitmap maybe is going to contain bad colors (if trans was used on it first, that is), and when you draw it it's going to give you random crap, basically. I didn't really think about these things when I added them.

#186 Xenix

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Posted 05 October 2012 - 01:16 PM

I wish there was a way to set ZQuest's windowed resolution without switching to the classic layout. It always crashes before opening whenever I try to open it in windowed mode. It worked fine on my computer back when I had windows 7 and enabled downscaling in the registry to get higher resolutions.

Edited by Sepulcher, 05 October 2012 - 01:18 PM.


#187 HylianGlaceon

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Posted 05 October 2012 - 07:48 PM

QUOTE(Saffith @ Oct 4 2012, 12:13 PM) View Post

Yeah, let me take a look at that. Is that the same one with the Gleeok problem? I could check that out at the same time.


K, PMed them.


#188 HylianGlaceon

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Posted 05 October 2012 - 07:48 PM

QUOTE(Saffith @ Oct 4 2012, 12:13 PM) View Post

Yeah, let me take a look at that. Is that the same one with the Gleeok problem? I could check that out at the same time.


K, PMed them.


EDIT: Could someone delete the double post, please? Thanks!

Edited by HylianGlaceon, 05 October 2012 - 11:20 PM.


#189 4matsy

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Posted 05 October 2012 - 09:11 PM

Hey guys, remember me?

IPB Image

IPB Image

I'm the scanlines bug from RC3, back for more! icon_deformed.gif

#190 Gleeok

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Posted 05 October 2012 - 10:42 PM

You're running the trial version of 2.5. If you want to see the rest of the screen you have to purchase the full version for $29.95. icon_cool.gif


..Err, ok, this was fixed in 3.1 though right?

#191 4matsy

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Posted 06 October 2012 - 03:52 AM

Right. But it's back in RC4. icon_razz.gif

#192 Gleeok

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Posted 06 October 2012 - 09:43 AM

QUOTE(4matsy @ Oct 6 2012, 01:52 AM) View Post

Right. But it's back in RC4. icon_razz.gif


Found the problem. Apparently a gremlin got into revision 1495 that ate my changes to 1490. Anybody happen to know anything about that? icon_rolleyes.gif

#193 Moon

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Posted 06 October 2012 - 10:02 AM

Some idiot most have fed some Mogwai after midnight... icon_mad.gif

#194 Saffith

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Posted 08 October 2012 - 12:24 AM

Blah, merge fail. icon_razz.gif Sorry 'bout that...

#195 LinktheMaster

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Posted 13 October 2012 - 08:51 AM

Hmm. Has anyone else been having any weird issues with using mouse dragging in ZQ? For me, when I move the mouse around slowly, I sometimes get issues with ZQuest not picking up the movement whenever I'm dragging them mouse around (either to place a warp return location or drawing combos). If I move the mouse around fast, there's no problem, though. icon_shrug.gif


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