ZC 2.50 RC3
#316
Posted 18 April 2012 - 10:21 AM
#318
Posted 18 April 2012 - 11:19 AM
soi it is hard to see if i was answerd, when the forum says posts don't exist.
#319
Posted 18 April 2012 - 12:49 PM
#320
Posted 18 April 2012 - 01:05 PM
I think I know what the problem is, but I haven't been able to confirm it. Do you have any way to open the quest in the Lost Isle build's ZQuest?
No. That'd be hand to change and would probably break a lot of quests. We could add subscreen scripts in the future, but it won't happen in 2.50.
Does this always happen, or is it just in a certain quest?
Huh. Yeah, looks like it isn't actually implemented. That's easy enough to fix.
#321
Posted 18 April 2012 - 01:21 PM
No. That'd be hand to change and would probably break a lot of quests. We could add subscreen scripts in the future, but it won't happen in 2.50.
Fair enough, like I said. It's not game breaking for my quest as I happen to already found a way around it already. I was suggesting it for post 2.50 anyways.
#322
Posted 18 April 2012 - 06:23 PM
#323
Posted 18 April 2012 - 07:02 PM
Edit: And of course I forgot why I even entered the thread. DERP!
I'm having some issues with ZC just randomly crashing as soon as I do something after starting it up. There does not seem to be any issues with ZQ at all, and I noticed this issue on more then one machine. So I decide to start clean with new RC 3 files again and removing everything but my quest files. (Yes, I deleted the save file, it's included with "every file") But behold, it still crashes. This is quite confusing for me, since it happened on more then one machine, and was not fixed by starting clean. :I
Edited by green-kirby, 18 April 2012 - 07:06 PM.
#324
Posted 18 April 2012 - 07:11 PM
#325
Posted 18 April 2012 - 07:19 PM
But I can do that, so I'll clear the passwords, if you like. I can't do it in older builds anymore, though, so they'd be updated to RC3.
Did you set zc_win_prox_fix=0?
#326
Posted 18 April 2012 - 07:24 PM
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.
Ah, that one missing key in Origin. It tormented me for at least a week before I gave up. The moral of our story is always play the quest in the version it was made for. Oddly enough, I have not been able to get that key in any version other than the Lost Isle build...
Anyways, I kinda forgot why I came here for a second. I've noticed that RC3 tends to jumble up weapons when there are a lot of them onscreen. For example, I had one room where I was testing a new death effect that involved Link exploding like megaman. I used lweapons for the explosion, but after testing the effect several times in rapid succession, Link's sword had the sprite of the death explosion lweapon and did no damage (I had set CollDetection to false to prevent the explosion from stunning or killing enemies).
It's kinda similar to the bug I found in this video where a bunch of lweapons bugged out and stuck around onscreen...
Edited by Pokemonmaster64, 18 April 2012 - 07:31 PM.
#327
Posted 18 April 2012 - 07:31 PM
But I can do that, so I'll clear the passwords, if you like. I can't do it in older builds anymore, though, so they'd be updated to RC3.
Alright, that seemed to have fixed it. From what I have undestood this seem to be a common problem? (Though I find it odd that I just yesterday ran into it, when I have had no such issues before with RC 3)
It might be a good idea to add common issues and fixes to the first post, it seems this particular problem have been asked many times.
#328
Posted 18 April 2012 - 09:50 PM
#329
Posted 19 April 2012 - 08:39 AM
#330
Posted 19 April 2012 - 02:22 PM
First off, the new default tileset. While all of the new combo animation and such is nice, it's not possible to make something that looks authentically like Zelda 1 out of the box. There are no non-eyeball/non-animated alternatives to several things such as dungeon entrances, waterfalls, water, and such.
The second thing is with the quest rule "Use Warp Return Points Only" being switched on for all new quest rule sets. I understand the basic reasoning for this: the green square needs to be phased out. However, it makes start screens like the one found in 1st.qst, 2nd.qst, and so on harder to do for newbies since you have to reserve Warp Return Point A for the starting place and make sure the generic sword cave uses Warp Return Point B or something. This second thing isn't too big of a deal, but it might throw off people trying to use the older ZQuest tutorials as a starting point.
And finally, I think that the dmap flags that allow for Zelda 1 style guy caves should be turned on for Dmap 0 of a brand new quest. It already defaults to an overworld dmap.
Edit: I managed to find static water (it's actually set up for relational combos, which is nice). But that other stuff about the animating still applies.
Edited by Nick, 19 April 2012 - 02:37 PM.
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