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2.50 RC2


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#196 Avaro

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Posted 19 September 2011 - 01:15 PM

QUOTE(Cukeman @ Sep 17 2011, 03:38 AM) View Post

Request 1: The ability to increase/decrease volume in NSF, SPC, and GBS music.

EDIT:

Request 2: String Control Codes that warp Link to a specified screen.

#2 would make text cut-scenes easier. You could press A to go to the next string, then the next string would warp you.

You can do that by using a time warp that warps to the screen in about 30 tics. When you enable the rule "Message strings freeze everything" it will wait until the strings ends and then it does the warp.

#197 Russ

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Posted 19 September 2011 - 01:31 PM

QUOTE(Cukeman @ Sep 16 2011, 06:38 PM) View Post

Request 2: String Control Codes that warp Link to a specified screen.

#2 would make text cut-scenes easier. You could press A to go to the next string, then the next string would warp you.

http://www.purezc.co...showtopic=43822

Easy, easy solution. MUCH easier than changing something in ZC and introducing a bunch of new bugs.

#198 Geoffrey

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Posted 19 September 2011 - 02:52 PM

QUOTE(Russ @ Sep 19 2011, 01:31 PM) View Post
MUCH easier than changing something in ZC and introducing a bunch of new bugs.

To add on to this, I'm pretty certain they announced it a year or two ago that they were no longer adding features to 2.5, only clearing up bugs. Asking for them is pretty much useless.

Edited by Ornlu, 19 September 2011 - 02:52 PM.


#199 Cukeman

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Posted 19 September 2011 - 09:28 PM

QUOTE(Russ @ Sep 19 2011, 11:31 AM) View Post

http://www.purezc.co...showtopic=43822

Easy, easy solution. MUCH easier than changing something in ZC and introducing a bunch of new bugs.


QUOTE(Avataro @ Sep 19 2011, 11:15 AM) View Post

You can do that by using a time warp that warps to the screen in about 30 tics. When you enable the rule "Message strings freeze everything" it will wait until the strings ends and then it does the warp.


Yeah but, what if the player isn't finished reading the message? Too bad, they get warped anyway.
Now, if there was a script that waited until the message was finished, and THEN let you warp
by pressing the button, we'd have a winner.

#200 Jared

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Posted 19 September 2011 - 09:29 PM

QUOTE(Avataro @ Sep 19 2011, 02:15 PM) View Post

You can do that by using a time warp that warps to the screen in about 30 tics. When you enable the rule "Message strings freeze everything" it will wait until the strings ends and then it does the warp.



#201 Cukeman

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Posted 19 September 2011 - 09:42 PM

*sigh* just because the string ends, doesn't mean the player has finished reading it...

However, it would be possible using string control codes to make some blank spaces
appear after the message at a very slow speed... which is an improvement, but I still
kind of like the idea of a player confirming that the message has been read

Wait a minute, are you saying that the message doesn't count as finished until the player
presses the button, or are you saying that the message counts as finished as soon as the
last letter is printed?

#202 Geoffrey

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Posted 20 September 2011 - 12:15 AM

QUOTE(Cukeman @ Sep 19 2011, 09:42 PM) View Post

*sigh* just because the string ends, doesn't mean the player has finished reading it...

However, it would be possible using string control codes to make some blank spaces
appear after the message at a very slow speed... which is an improvement, but I still
kind of like the idea of a player confirming that the message has been read

Wait a minute, are you saying that the message doesn't count as finished until the player
presses the button, or are you saying that the message counts as finished as soon as the
last letter is printed?

Pressed the button, at least to my knowledge. At least try it, it'll waste no more than three minutes of your time no matter the result.

#203 Russ

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Posted 20 September 2011 - 01:01 AM

QUOTE(Cukeman @ Sep 19 2011, 07:42 PM) View Post

Wait a minute, are you saying that the message doesn't count as finished until the player
presses the button,

It doesn't count as finished until the player presses the button at the end. Trust me, I use that script for every single cutscene. It's exactly what you're looking for, and it's a heck of a lot easier than using string control codes would be.

#204 Cukeman

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Posted 20 September 2011 - 01:21 AM

QUOTE(Russ @ Sep 19 2011, 11:01 PM) View Post

It doesn't count as finished until the player presses the button at the end. Trust me, I use that script for every single cutscene. It's exactly what you're looking for, and it's a heck of a lot easier than using string control codes would be.


thanks *is stupid*

#205 Twilight Knight

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Posted 20 September 2011 - 06:08 AM

Allright, the message strings in my quest shifted by one, all of the 2000+ of them and it happened to others too. Plus now Zquest keeps crashing while I'm setting the strings right. Look into it PLEASE. ZC isn't fun when things like this happen all the time.

http://www.purezc.co...showtopic=51698

#206 HylianGlaceon

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Posted 21 September 2011 - 01:43 AM

QUOTE(Russ @ Sep 19 2011, 01:31 PM) View Post

http://www.purezc.co...showtopic=43822

Easy, easy solution. MUCH easier than changing something in ZC and introducing a bunch of new bugs.


I believe he meant when that certain string is played it would warp Link, not just play the string then warp Link. Or at least that's how I read it.

I.e, When Link has the boomerang and speaks to the old man, the string control code switches to the new string with the control code that warps Link because he has the boomerang. But if he doesn't have the boomerang, the default one plays. This would add some new tricks into the mix without scripting.

I'm still waiting for when we can officially start suggestions myself, although I doubt I'll remember most of my suggestions.

#207 Cukeman

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Posted 21 September 2011 - 02:02 AM

QUOTE(HylianGlaceon @ Sep 20 2011, 11:43 PM) View Post

I believe he meant when that certain string is played it would warp Link, not just play the string then warp Link. Or at least that's how I read it.

I.e, When Link has the boomerang and speaks to the old man, the string control code switches to the new string with the control code that warps Link because he has the boomerang. But if he doesn't have the boomerang, the default one plays. This would add some new tricks into the mix without scripting.

I'm still waiting for when we can officially start suggestions myself, although I doubt I'll remember most of my suggestions.


That brings up an interesting point. Can you use continued strings along with the "message warp" script?

#208 Cukeman

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Posted 24 September 2011 - 02:27 PM

Found a bug.

I have a column of about 5 unwalkable combos. If I position Link above the top combo (off-center)
and jump while pressing down, Link can't move (which is correct), BUT if I press to the side (away from
the unwalkable combo) and then press back towards it as I jump, Link will land in between the unwalkable combos.
He can keep jumping all along the column of unwalkable combos this way.

EDIT: I believe this is the same bug that lets Link scale a vertical wall in sideview gravity by getting a toe-hold between unwalkable combos

Edited by Cukeman, 30 September 2011 - 12:09 PM.


#209 HylianGlaceon

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Posted 30 September 2011 - 04:51 PM

I found an annoying bug..

If you increase a counter via a String Control Code, it ignores the max for that counter.

I.e If the max amount of rupees Link can hold is 100 and you have someone give him 200, it'll still increase the counter by 200, even though he shouldn't be able to hold that much.

#210 Cukeman

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Posted 02 October 2011 - 01:05 AM

I had found a bug where Link would not walk in place when facing a solid object.
All of a sudden it works now, strange. I think turning on diagonal movement made the difference.


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