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ZC 2.50 RC3


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#211 kurt91

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Posted 20 March 2012 - 07:56 PM

Just had a gameplay error. I was playing through the most recently updated version of Link of the Heavens DX. In the first dungeon, I found that you cannot walk onto dry land from the water when Link is between tiles. The waterway was slanted, then straight, and I was trying to swim south onto dry land right between the two.

I'm not really sure how well that came across, but you understand what I'm trying to explain, right? I know it's not really high priority, but it's something to look at.

#212 Omega

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Posted 21 March 2012 - 07:43 AM

RC3 just ruined my quest lol. I open it, get a "your enemy data is corrupted message" and now everything is scrambled and ruined. Maps, tiles, etc. I don't remember what I was doing last time I had it open exactly. It's been a day. But it didn't involve editing enemys!

I really shouldn't have pushed my luck this time. That was a ton of hard work down the drain.

EDIT: And then I go re open it moments later after copying it and pasting a backup in another folder, and everything is back to normal and I don't get that corrupt message or odd crap happening to my quest. I'll leave this here instead of editing it, encase it's a glitch or something I still need to fix!

Edited by Franky, 21 March 2012 - 07:47 AM.


#213 LinktheMaster

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Posted 21 March 2012 - 07:49 AM

Did you perhaps open the quest in RC2 and get that message? RC3 quests can't be opened in ZQuest version RC 2.5 and before.

#214 Omega

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Posted 21 March 2012 - 08:00 AM

QUOTE(LinktheMaster @ Mar 21 2012, 04:49 AM) View Post

Did you perhaps open the quest in RC2 and get that message? RC3 quests can't be opened in ZQuest version RC 2.5 and before.
Hmm.. you may be right. I don't remember exactly (probably shouldn't be messing with ZC when I'm not fully awake)
I'm pretty sure you're right though. I just don't remember 100% lol. My RC3 folder is inside my RC2 folder. icon_redface.gif

#215 Saffith

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Posted 21 March 2012 - 08:28 AM

The corrupt enemy data message was removed for RC3, so that must be what happened.

QUOTE(Jared @ Mar 17 2012, 02:35 AM) View Post
You know those fonts in the String Editor that say Incomplete?

When will they...y'know, be complete? icon_razz.gif

I'm not sure those were ever meant to be complete. They had very limited uses originally, and I don't think the unused characters were ever even created.

QUOTE(Franky @ Mar 17 2012, 03:25 AM) View Post
Anyway we can get water to work on layers? I have a neat cycling thing that requires walkable / drownable water that has to be used on layers.

Not going to happen. We can barely get it working as it is.

QUOTE(kurt91 @ Mar 20 2012, 08:56 PM) View Post
Just had a gameplay error. I was playing through the most recently updated version of Link of the Heavens DX. In the first dungeon, I found that you cannot walk onto dry land from the water when Link is between tiles. The waterway was slanted, then straight, and I was trying to swim south onto dry land right between the two.

Can you show me a screenshot of the room or another place with the same problem?

#216 Omega

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Posted 21 March 2012 - 08:32 AM

I'm curious, why is it hard to get the water working as is? I've since found an alternative, but I'm still curious.

#217 Saffith

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Posted 21 March 2012 - 08:56 AM

The code that handles it is a horrible, convoluted mess. We just don't understand how it works; modifying it without breaking something is almost impossible.

#218 Xenix

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Posted 21 March 2012 - 02:32 PM

I may have found a bug. I had a script that would disable all of link's inputs but start, and ever since I switched it has stopped working. Is there something wrong with Link->Input?

#219 Russ

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Posted 21 March 2012 - 03:34 PM

QUOTE(Saffith @ Mar 21 2012, 06:28 AM) View Post

Can you show me a screenshot of the room or another place with the same problem?

I'm assuming he meant my quest, Light of the Heavens DX, so I loaded it up and fished around. I think I found what he's talking about. http://i206.photobuc...s-/zelda032.png

If you try to swim onto land from the straight combo, or from the curved combo, it works fine. But swim at it in between the two (at the position Link's at right now) and nothing happens.

#220 Gleeok

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Posted 21 March 2012 - 04:14 PM

QUOTE(Pokemonmaster64 @ Mar 20 2012, 09:53 AM) View Post

Nasty as in Link->InputMouseY is like 40 higher than it should be. Dunno if it's just me, just the mac version, or universal...


That's about the same size as the subscreen_offset (48 I think). There apparently was a bug with MouseY in earlier versions which Saffith fixed in RC3 so make sure your script isn't fiddling with the return value at all.

If that doesn't work then what do you get for this:
CODE

void tracemousey() //call from global
{
  if( Link->PressA )
  {
    Trace( Link->InputMouseY >> 4 );
    Trace( Link->InputMouseY );
  }
}

If you press once on every combo in the y direction starting from the top of the screen to the bottom (11 in total).
(should output { 1,2,3,4,5,6,7,8,9,10,11 })

#221 kurt91

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Posted 21 March 2012 - 05:05 PM

IPB Image

Here's the picture. Link is between water tiles, and cannot swim downwards onto the island where the sloped left bank reaches the flat northern bank. (Stupid Zora made it hell to try to take the picture, island's too small to easily take it down)

#222 Mero

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Posted 21 March 2012 - 05:24 PM

Are the shielded in front back left and right flags suppose to be checkable in the enemy editor for other and other floating enemies?

#223 Avaro

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Posted 22 March 2012 - 11:31 AM

May I give my opinion about Missing Combo Types? Here are all combo types that are missing in my eyes:

"Armos->Next" (instead of using under combos, it changes to the next in the list)
"Cave (Walk Down) [Random]" (A, B, C and D is there, but random is missing)
"Cave (Walk Up) [Random]"
"Dive Warp [Random]"
"Flowers->Next"
"Flowers->Next (Continuous)"
"Auto Reset Room" (works kinda like the autosidewarp combo. resets the room, if this combo is on screen)
"Swim Warp [Random]"
"Tall Grass->Next (Continuous)" (there is a tallgrass next combo, but this one is missing somehow)

Those combo types are missing. What do you think? I hope to see a reply about this.

I have also found a bug, where you can move through unwalkable push blocks while they are moving from one combo to another. This only works when you push the block in the Up direction.

Good luck at fixing the rest of the bugs. I'll be sure to test RC4 when it is available icon_biggrin.gif

#224 Kite

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Posted 22 March 2012 - 11:54 AM

I've noticed a bizarre problem. If you set Link->Action = LA_GOTHURTLAND with scripting while you are charging your sword for a spin attack or in the middle of a spin attack, two things have a large possibility of happening:
  1. The sword will get stuck in mid-air.
  2. Link will be stuck in the charging/spin attack animation and strafe around. He cannot use his sword like this.

IPB Image

Both problems vanish once Link gets hurt by natural means (like a fireball eweapon hitting him).

I tried killing the sword lweapon to get around this, but that only fixed the first problem: Link was still stuck in his charging/spin attack animation frame. I also tried setting Link's action back to 0 after he gets hurt in the global loop, but that also had no effect on this. icon_shrug.gif

#225 Mero

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Posted 23 March 2012 - 02:10 PM

Any chance of adding a new dead state called WDS_BLOCK which cause the weapon to removed as if it was blocked? I know that it's only the eweapons that do that though.


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