ZC 2.50 RC3
#331
Posted 19 April 2012 - 09:29 PM
#332
Posted 20 April 2012 - 12:04 AM
Thanks Can't wait to try lost isles I'm giving another quest a shot hope more people updated there quests for 2.5. Don't know if its possible but I was browsing your quests and am wishing I could play some of your zc192 b182 quests I don't know if they would work in rc3 or if they could be ported but a lot of them looked really fun specifically isle of winds. Even if you can't thanks for all the hard work.
The other reason I'm on here is I know this is a thread for programmers/questmakers but I'm on vista and don't have a problem running zquest except if I have a controller plugged in and try to start it then it immediately crashes this happens with every 2.5. If I don't plug in a controller everything works fine I don't mind playing with the keyboard but using a controller is just more comfortable and has a better old school zelda feel. Thanks for all your guys who program zelda classics hard work too it's provided me with many many hours of fun.
#333
Posted 20 April 2012 - 02:11 AM
Also, (You don't have to do this for any other 2.5 version except RC3) you have to open up the config file and set the line "zc_win_proc_fix 0". There's a pretty bad bug with that which can affect input.
#334
Posted 20 April 2012 - 08:06 AM
Edit Ok I saw you explained it a little better it's eary and must of been reading fast I can find the config value and change that I'll report back later.
Edited by Beefy, 20 April 2012 - 08:08 AM.
#335
Posted 20 April 2012 - 07:01 PM
#336
Posted 21 April 2012 - 12:13 PM
#337
Posted 21 April 2012 - 08:58 PM
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.
Anybody else experiencing this?
EDIT: Found another bug in std.zh the number 256 should be the number 143.
{
itemdata argid = GetItemData(i);
int ret = i->ID;
int curlevel = argid->Level;
itemdata id;
//143 is max items, decrease to improve speed if you need to
for(int i = 0; i < 256; i++)
{
id = Game->LoadItemData(i);
if(id->Family != argid->Family)
continue;
if(id->Level > curlevel)
{
curlevel = id->Level;
ret = i;
}
}
return ret;
}
Edited by blackbishop89, 21 April 2012 - 08:58 PM.
#338
Posted 23 April 2012 - 10:00 AM
Anybody else experiencing (the dodongo bug)?
Yup. I can confirm this. That bug has been around for ages, although I've only seen it happen in a couple quests. Granted, it doesn't render them unkillable, but it's still kind of annoying.
With that, I figure I'd bring up a few mechanical issues I've experienced. They're all fairly minor in the big scheme of things, but any attention paid to these issues would be most welcome.
- The hit detection on some weapons seems to be a bit wonky. The reach on Link's sword seems to be short a pixel or two when stabbing south or east. Plus, enemy sword and magic projectiles seem to have narrower hitboxes than I remember.
- When Link enters a screen with random enemy placement from the right, sometimes enemies will wind up on the very left edge of the screen, and some enemies (blue Leevers being the biggest offender) will be outright stuck there. This doesn't happen if you enter the screen from any other side.
- Raft paths don't show up when using the lens. I'm not sure if this is a bug or a design choice, but I figure I'd throw that out there. Lens marker flags still show up, thankfully.
#339
Posted 23 April 2012 - 05:15 PM
- The hit detection on some weapons seems to be a bit wonky. The reach on Link's sword seems to be short a pixel or two when stabbing south or east. Plus, enemy sword and magic projectiles seem to have narrower hitboxes than I remember.
Yep. I've brought this up at AGN - Offset Collision issue. Haven't got around to looking at it yet.
Also another minor bug I've found: Game->HasPlayed always returns 1. It should always return 0 except if "continue" or "save" is ever used.
#340
Posted 24 April 2012 - 09:39 AM
#341
Posted 25 April 2012 - 06:32 PM
Also when the next version comes there should be small updates every few months rather than massive updates that take years to fix then there would always be a stable version and if bugs were found you could just go back to the previous version. Gamemaker already works like this. Possibly people could vote on what features needed to be added. Anyone agree?
Edited by tox_von, 25 April 2012 - 06:36 PM.
#342
Posted 26 April 2012 - 09:12 AM
#343
Posted 27 April 2012 - 09:56 AM
Edited by blackbishop89, 27 April 2012 - 10:24 AM.
#344
Posted 27 April 2012 - 12:53 PM
#345
Posted 27 April 2012 - 01:11 PM
Thanks for updating your quests to 2.50 RC3, DFW!
By the way, I noticed the map function not working (hitting space to show everywhere you've been). Is that an issue with game version or is that something that can be fixed?
Edited by WindStrike, 27 April 2012 - 01:12 PM.
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