ZC 2.50 RC3
#211
Posted 20 March 2012 - 07:56 PM
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
Posted 21 March 2012 - 07:43 AM
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
Posted 21 March 2012 - 07:49 AM
#214
Posted 21 March 2012 - 08:00 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.
I'm pretty sure you're right though. I just don't remember 100% lol. My RC3 folder is inside my RC2 folder.
#215
Posted 21 March 2012 - 08:28 AM
When will they...y'know, be complete?
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.
Not going to happen. We can barely get it working as it is.
Can you show me a screenshot of the room or another place with the same problem?
#216
Posted 21 March 2012 - 08:32 AM
#217
Posted 21 March 2012 - 08:56 AM
#218
Posted 21 March 2012 - 02:32 PM
#219
Posted 21 March 2012 - 03:34 PM
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
Posted 21 March 2012 - 04:14 PM
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:
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
Posted 21 March 2012 - 05:05 PM

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
Posted 21 March 2012 - 05:24 PM
#223
Posted 22 March 2012 - 11:31 AM
"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
#224
Posted 22 March 2012 - 11:54 AM
- The sword will get stuck in mid-air.
- Link will be stuck in the charging/spin attack animation and strafe around. He cannot use his sword like this.

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.
#225
Posted 23 March 2012 - 02:10 PM
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