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ZC 2.50 RC3


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#301 DarkFlameWolf

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Posted 15 April 2012 - 09:49 PM

I could update them all, yes..if one would provide a easy set of walkthrough steps into doing that, I just might.

#302 Mero

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Posted 16 April 2012 - 12:30 PM

Any new updates devs. Shardstorm hasn't been updated since the moldorm fix which is Why I'm asking.

#303 Eurysilas

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Posted 16 April 2012 - 01:17 PM

They're probably taking it nice and slow. That's generally what you're supposed to do with RCs. Because that usually means release is "immanent" (in this case probably another 4 - 5 months, I'd wager).

I think the devs are playing things pretty smart, all considered. icon_shrug.gif

#304 aaa2

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Posted 16 April 2012 - 01:24 PM

QUOTE(blackbishop89 @ Apr 16 2012, 11:30 AM) View Post

Any new updates devs. Shardstorm hasn't been updated since the moldorm fix which is Why I'm asking.

huh? Moldorm was at 2012-03-10 15:52:12
Link->Flip and others were on 2012-04-13 07:19:58
i think that is plenty of updates.

#305 Mero

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Posted 16 April 2012 - 01:31 PM

QUOTE(aaa2 @ Apr 16 2012, 12:24 PM) View Post

huh? Moldorm was at 2012-03-10 15:52:12
Link->Flip and others were on 2012-04-13 07:19:58
i think that is plenty of updates.


YES WE HAVE LINK->FLIP! FINALLY! icon_biggrin.gif

#306 MoscowModder

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Posted 16 April 2012 - 01:35 PM

I think Link->Flip is probably read-only, as with Link->Tile. Might be useful if you use Link->Tile and it's messed up by having left/right tiles be flips of each other.

Edited by MoscowModder, 16 April 2012 - 01:35 PM.


#307 ShadowTiger

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Posted 16 April 2012 - 04:09 PM

QUOTE(Nolornbon @ Apr 15 2012, 12:05 PM) View Post
Are you going to update your quests to RC3, DarkFlameWolf? It should be very easy to do.
QUOTE(DarkFlameWolf @ Apr 15 2012, 10:49 PM) View Post

I could update them all, yes..if one would provide a easy set of walkthrough steps into doing that, I just might.

All you have to do is open each quest in 2.5 RC3 and save it. Thus, they've been saved in terms of RC3's structure. Make a small change, undo it or whatever, and save it.

#308 Saffith

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Posted 16 April 2012 - 08:24 PM

I don't see any reason to do that, though... If they work, they're fine as they are. If not, the program should be fixed, not the quests.



So, Gleeok has said now that zc_ and zq_win_proc_fix are just going to cause problems and should simply be disabled in all cases.
If we can confirm that that's responsible for the combo and tile page crashes, that'll be our biggest problem fixed.

#309 kurt91

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Posted 16 April 2012 - 09:10 PM

I was just playing through Light of the Heavens DX, and ZC crashed during the Stallord battle. I'm not entirely sure how it happened, but I was completely ignoring the summoner enemies, so I think that it might be possible that it tried to load too many enemies on the screen at once.

#310 Eurysilas

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Posted 16 April 2012 - 10:39 PM

Actually, kurt91, that is a possibility. For example, Vire Tribbles can be split indefinitely, should you so choose. After a while (during which time the program gets SUPER slow) the game just suddenly crashes. Probably because it doesn't have room to keep track of more enemies and doesn't know what to do in such a case.

This was as far back as 2.10 vanilla.

#311 Saffith

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Posted 16 April 2012 - 10:56 PM

The game does have code to account for both of those, but it's possible it's incorrect. I'll look into it.

#312 DarkFlameWolf

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Posted 18 April 2012 - 12:09 AM

Found bugs, one very serious....

Bug 1: In Origin (1st quest), in level 6, at the main 'block' puzzle of the dungeon (the one that ultimately leads you to the Wand), head one right, one up, one right, one up. There will be a passageway which SHOULD lead to a key...except it doesn't. I know I didn't change this quest since its initial release, and I've beaten it plenty of times since. So I truly believe the RC 2.5 is removing this key and thus making level 6 impossible to complete and ultimately the quest impossible to complete since I provide no shops that sell keys.

Bug 2: Not as major but when hookshotting across gaps and you collect an item along the way, in older versions, you simply pick it up and keep traveling across the gap. In the new RC 2.5, you physically STOP moving and the hookshot is cancelled while you 'hold up' your item. Normally this isn't a problem...unless the item is on spikes and you have boots that drain magic power. So by the time you're finishing holding the item up, you have no more magic!

Just thought you should know, I can't continue my test playthrough of Origin 1st on 2.5 until at least the top one is looked into and fixed. Thanks for your time, great build so far though.

#313 kurt91

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Posted 18 April 2012 - 12:48 AM

Are you testing in RC2.5, or RC3? If you remember the PM I sent you asking about WolfStyle DX, RC2.5 has some bugs that RC3 fixed, so if you're using the older one, you may want to update and bug-test in the new version.

#314 DarkFlameWolf

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Posted 18 April 2012 - 12:57 AM

Correction, this IS with the latest build, RC3.

#315 Mero

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Posted 18 April 2012 - 10:13 AM

Any chance you guys could into making it so the global active slot script still runs when the subscreen is active? It's nothing major, just something I noticed that would be quite useful for making a scripted subscreen.


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