ZC 2.50 RC3
#361
Posted 01 May 2012 - 06:15 PM
#362
Posted 01 May 2012 - 06:21 PM
#364
Posted 02 May 2012 - 01:02 PM
Edited by blackbishop89, 02 May 2012 - 07:28 PM.
#365
Posted 02 May 2012 - 07:00 PM
#366
Posted 02 May 2012 - 07:07 PM
#367
Posted 02 May 2012 - 07:24 PM
Because that would break many older quests. Changing stuff like that at this point would literally degrade ZC back to beta status and have to be tested all over again. Nobody wants to do that I'm sure.
Would making it a quest rule that's off for older quest work then.
@Eurysilas. It's actually a bug from the original nes version if you ask me since it functions the exact same way. So no I'm not asking for a new feature, I even edited my post to prove that, just to have something fixed that should of been fixed a long freaking time ago.
Edited by blackbishop89, 02 May 2012 - 07:42 PM.
#368
Posted 02 May 2012 - 10:59 PM
#369
Posted 03 May 2012 - 12:17 AM
Blackbishop, do you not realize how completely f***ing evil and unholy the state of the Zelda Classic codebase is? Literally, fixing your one piddling matter could cause the thing to have a months-long seizure of bugginess. The code base is so bad that 3.0 would almost certainly need to be a rewrite (I have my own opinion on the likelihood of that happening in my lifetime, but I digress).
Also, not sure if you're aware, but even the bugs from the original Zelda 1 are to be preserved by default policy. Why do you think all fixes relating to such things are optional?
Correct me if I'm wrong, devs.
#370
Posted 03 May 2012 - 06:26 AM
#371
Posted 03 May 2012 - 06:54 AM
And enemies where hard coded to flash when hit and they added a quest rule to make them flicker to complement 8 bit mode. And did you not see that I asked a quest rule to be used rather then a forced change. But we're going a bit off topic so let's stop shall we.
Sorry, but do you know how ZC's code operates? Do you know what features are easy to implement and what others aren't? Since I know the answer is "no", I'll go ahead and move on with my point.
ZC's code is a mess. Tons of things are hacked in, barely working, and horribly inefficient. I've heard that from several ZC developers. It's what happens when 10+ various developers have been working on a program for 10+ years. Because of that, the code of ZC is very... iffy, I guess is a good way of putting it. Feature A may sound more complex than feature B, but because of their implementations, feature B very well may be more difficult to add, if not impossible. You really don't know how everything is implemented. For example, something I could see is that item spawning after enemy deaths, door openings after enemy deaths, secrets activations after enemy deaths, etc. might honestly be all coded entirely separately. So implementing the feature you request could actually involve updating tons of different parts of ZC rather than just one small section of code. With all those different parts, it could easy to slip up and mess something up that would add new bugs.
Again, you have no idea how ZC is coded. I don't either. I could be completely wrong, and there may be even more details that could complicate things that I'm not even thinking of. But I still don't know. But if Gleeok or Saffith tell me that something is too complicated to put into ZC right now I believe them. They know a hell of a lot more about it than you and I, and I'm surely not going to badger them for two other posts afterwards trying to weasel my way into getting a feature I want implemented added to ZC, especially not one that's can be worked around with scripting.
Sorry if this seems rude, but it's behavior like this that make coders (including myself) absolutely frustrated at people, sometimes dropping projects.
#372
Posted 05 May 2012 - 03:34 PM
BUG: Also, if you delete a subscreen from the custom subscreens list (Quest -> Misc Data -> Subscreens) and delete a subscreen if you have two subscreens, therefore only having one active and one passive subscreen, making every other Dmap that uses that second active subscreen now move to that first subscreen, when you're on that Dmap that uses the deleted subscreen, despite it reading that it uses the remaining valid subscreen, when you hit enter/start to pull down the subscreen, it's just all black and invalid before it even starts to scroll. Not good. Also the passive subscreen appears / finishes on top, rather than on bottom.
#373
Posted 05 May 2012 - 11:56 PM
And, yes, I did set it to warp to another screen. I even tested and changed the tile below Link and it worked just fine.
Edited by Moosh, 05 May 2012 - 11:57 PM.
#374
Posted 07 May 2012 - 05:01 PM
Are you certain it was enabled in the first place? I tried in the Lost Isle build, and it didn't work there, either.
Allegro's doing, presumably. I don't see anything in ZC's code to explain it.
#375
Posted 07 May 2012 - 05:03 PM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users


