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ZC 2.50 RC3


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#331 DarkFlameWolf

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Posted 19 April 2012 - 09:29 PM

Okay, I submitted 2.50 (RC3) variants of Lost Isle and Origin to PureZC. So when you see the version number change from 2.10 to 2.50 in the descriptor for each quest, please someone download and test them all out with RC3 to see if its okay. Because honestly, real life is a bit too chaotic to devote much time to testing them on RC3. So if anyone would take up that mantle, that'd be super.

#332 Beefy

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Posted 20 April 2012 - 12:04 AM

QUOTE
Okay, I submitted 2.50 (RC3) variants of Lost Isle and Origin to PureZC. So when you see the version number change from 2.10 to 2.50 in the descriptor for each quest, please someone download and test them all out with RC3 to see if its okay. Because honestly, real life is a bit too chaotic to devote much time to testing them on RC3. So if anyone would take up that mantle, that'd be super.


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 Gleeok

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Posted 20 April 2012 - 02:11 AM

Are you using an Xbox controller? I can't think of any reason why it would crash from any normal input device.

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 Beefy

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Posted 20 April 2012 - 08:06 AM

I'm using a logitec dual anologe it looks pretty much like a ps3 controller I have been using it for years for everything else just makes zc crash though. I tried it on rc3 I'll try it again and report back. I have never tried setting prox fix=0 If you give me a better explanation of how to do that I'll try it on some older 2.5. I don't know a lot about programming so you will at least have to tell me what file to open so I can find prox=fix and change the value.


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 King Harkinian

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Posted 20 April 2012 - 07:01 PM

I don't know if this bug has been reported already, but when typing a screen message or in your script buffer, the key with the left bracket on it ( { ) doesn't do anything. The right bracket button types a left bracket, and the ( \ ) button types a right bracket.

#336 Avaro

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Posted 21 April 2012 - 12:13 PM

When I press Alt+F4 in the editor then the Choose Palette menu appears, but then it does not disappear when I press ok or cancel.

#337 Mero

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Posted 21 April 2012 - 08:58 PM

QUOTE(blackbishop89 @ Apr 19 2012, 07:39 AM) View Post

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.
CODE
int GetHighestLevelItem(item i)
{
    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 Dr. Mutagen

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Posted 23 April 2012 - 10:00 AM

QUOTE(blackbishop89 @ Apr 21 2012, 09:58 PM) View Post

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 Gleeok

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Posted 23 April 2012 - 05:15 PM

QUOTE(Dr. Mutagen @ Apr 23 2012, 08:00 AM) View Post

- 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 Mero

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Posted 24 April 2012 - 09:39 AM

Another bug or rather an overlook. Atfront and Infront don't incorporate the diagonal directions. And they probably should.

#341 tox_von

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Posted 25 April 2012 - 06:32 PM

On the overworld sometimes when link enters a new screen he gets put 2 squares out rather than being put on the edge. Is this going to be fixed in the next version? It seem to be one of the last features that needs fixing before a final version can be released.

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 Mero

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Posted 26 April 2012 - 09:12 AM

Any chance we could make it so Link's position on screen returns correctly while the screen is scrolling?

#343 Mero

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Posted 27 April 2012 - 09:56 AM

Found another zscript bug. Game->GetScreenFlags map argument is based off 0 instead of 1.

Edited by blackbishop89, 27 April 2012 - 10:24 AM.


#344 DarkFlameWolf

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Posted 27 April 2012 - 12:53 PM

The new Origin/Lost Isle is uploaded. I'm currently running through Origin so whoever said they'd go through Lost Isle, please do so. I already uploaded a NEW version (yet to be posted) of Origin that is more new than what was JUST uploaded a day or so ago since I found some more 'special item' room flags not being set properly in level 6 of 1st and 3rd quests and level 2 of 2nd and 3rd quests. Making their respective dungeons impossible to complete. So hopefully we don't run into any problems like that for Lost Isle.

#345 WindStrike

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Posted 27 April 2012 - 01:11 PM

Heh, I gotta restart Origin 2nd quest anyways. I don't have the ZC skills I used to have, so I'm dying to darknuts a lot more than I used to. Also just recently found out that I can indeed get the white sword and blue tunic before level 2, lol. Too many deaths on my part for my liking.

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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