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ZC 2.50 RC3


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#316 )-( Marchland Malady )-(

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Posted 18 April 2012 - 10:21 AM

It would be a good idea to update all of your quests, DarkFlameWolf. This is especially true of Lost Isle and Origin. Just open the quests up in 2.5 RC3, put a tile on a blank screen in them, and then use the save option. I have done the same thing with a few quests I played that were unpassworded. Nothing ever went wrong.

#317 Mero

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Posted 18 April 2012 - 10:35 AM

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QUOTE(Saffith @ Apr 16 2012, 07:24 PM) View Post

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.



#318 LikeLike on fire

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Posted 18 April 2012 - 11:19 AM

i don't rerember where i asked. this isn't really about this version but i am using it. It won't let me have my wooden sword when i pick it up. it's been a while since i went to the forum, and for some reason posts added to a topic , the page it is on say they don't exist.

soi it is hard to see if i was answerd, when the forum says posts don't exist.

#319 Mero

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Posted 18 April 2012 - 12:49 PM

I cannot get Link->PressMap to compile, keeps saying it's undefined for that pointer type. icon_frown.gif

#320 Saffith

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Posted 18 April 2012 - 01:05 PM

QUOTE(DarkFlameWolf @ Apr 18 2012, 01:09 AM) View Post
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.

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?

QUOTE(blackbishop89 @ Apr 18 2012, 11:13 AM) View Post
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.

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.

QUOTE(LikeLike on fire @ Apr 18 2012, 12:19 PM) View Post
i don't rerember where i asked. this isn't really about this version but i am using it. It won't let me have my wooden sword when i pick it up. it's been a while since i went to the forum, and for some reason posts added to a topic , the page it is on say they don't exist.

Does this always happen, or is it just in a certain quest?

QUOTE(blackbishop89 @ Apr 18 2012, 01:49 PM) View Post
I cannot get Link->PressMap to compile, keeps saying it's undefined for that pointer type. icon_frown.gif

Huh. Yeah, looks like it isn't actually implemented. That's easy enough to fix.

#321 Mero

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Posted 18 April 2012 - 01:21 PM

QUOTE(Saffith @ Apr 18 2012, 12:05 PM) View Post

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. icon_smile.gif

#322 DarkFlameWolf

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Posted 18 April 2012 - 06:23 PM

well I'd love to convert LI and Origin over to RC3 except I've long forgotten the password to Origin and 30 minutes before release, Petoe pulled some BS and changed the quest password to some random string of letters/numbers neither he nor I can recall anymore. So...yeah. I really wish I could open up the quests now to take a look.

#323 Mani Kanina

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Posted 18 April 2012 - 07:02 PM

Just make a change that makes ZC disregard quest password checking to open it up. It should not be super hard to make, in fact, I recall one of my friends talking about having done that quite some time ago. Should I ask him about it?

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 DarkFlameWolf

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Posted 18 April 2012 - 07:11 PM

yes, ask him, because I have no idea what 'change' you are referring to. Because you can't really make ANY changes until you open it up first. And as you know, you can't until you enter the password. So your solution doesn't seem to make sense.

#325 Saffith

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Posted 18 April 2012 - 07:19 PM

If there's a way to bypass the password entirely without modifying the program, I'm not aware of it...
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.


QUOTE(green-kirby @ Apr 18 2012, 08:02 PM) View Post
I'm having some issues with ZC just randomly crashing as soon as I do something after starting it up.

Did you set zc_win_prox_fix=0?

#326 Moosh

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Posted 18 April 2012 - 07:24 PM

QUOTE(DarkFlameWolf @ Apr 17 2012, 11:09 PM) View Post

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 Mani Kanina

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Posted 18 April 2012 - 07:31 PM

QUOTE(Saffith @ Apr 19 2012, 12:19 AM) View Post
If there's a way to bypass the password entirely without modifying the program, I'm not aware of it...
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.
Of course it would involve modifying the program. icon_razz.gif


QUOTE(Saffith @ Apr 19 2012, 12:19 AM) View Post
Did you set zc_win_prox_fix=0?

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 DarkFlameWolf

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Posted 18 April 2012 - 09:50 PM

I'm not sure I understand, but if what I'm understanding correctly is this: You are able to get the quest open, but by so doing, upgrade them to RC3? Well let's do it, esp. since someone else has had the EXACT same bug in the EXACT same place when playing it on another engine. Might as well get them compatible with the current release.

#329 Mero

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Posted 19 April 2012 - 08:39 AM

If a dodongo hits a dead end between 2 solid combos and can''t turn instead of doing a 180 he breaks and his graphics glitch out.

#330 Kite

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Posted 19 April 2012 - 02:22 PM

I have a few minor things to note about starting new quest files.

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. icon_shrug.gif

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. icon_shrug.gif

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. icon_shrug.gif

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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