ZC 2.50 RC3
#391
Posted 13 May 2012 - 06:11 AM
#392
Posted 13 May 2012 - 11:07 AM
#393
Posted 13 May 2012 - 02:12 PM
#394
Posted 13 May 2012 - 04:41 PM
I guess we need to make the note about that in the first post much bigger, maybe in bold, and put the download link after it so it can't be missed?
#395
Posted 13 May 2012 - 05:34 PM
Is there a screen flag or scripting flag that makes it so Link's Icon can be set? You know so you can say LinkPostion -> 0A or something like that so that Link's icon stays on 0A instead of toggling around the map when we do screen warps. Just wondering, I am looking through the features and I didn't see anything like that, so just wondering.
No, I don't believe there is a Link->Minimap available yet.
Terrible Bug x skip and y skip when used together mess with the number of frames. I have it set up so there's 12 frames x skip = 3 and y skip = 5.
Just using Y skip alone does this too. Unfortunately, I have no idea how this is supposed to work, if it's a recent bug, or always did this. Did DN document this feature? ..I don't want to break older 2.5 quests by changing it. Anyone ever use this feature and can tell me what the bug is?
#396
Posted 13 May 2012 - 05:38 PM
#397
Posted 13 May 2012 - 05:49 PM
#398
Posted 13 May 2012 - 05:54 PM
Oh. Wait. I do remember one thing. Do you remember when Nayru's Love was first implemented, and in Newfirst.qst you'd have a tiles page with the ripped ALTTP Blue crystal? It had two variations: One with the natural style of animation in the tiles page, and one page where you actually had the 2x2 tile crystals, not broken up into strings of corners to be animated. I'll bet that's when the X Y animation was introduced too.
But that leads me to wonder just when it became broken. O.o Because that's all I can imagine it was ever being used for. When did It break? When did it become useless to use? So between then and now, it might be safe to repair back to its original functionality.
I mean, I wonder what would happen if we found a copy of newfirst that had that in and functional and tried it out. Would it animate correctly in our correct RC3?
#399
Posted 13 May 2012 - 06:58 PM
Is it possible to successfully use it even it does not work right? If not: then there is no other way than fix it. If it can be used successfully please tell me how. In any case since it is only animation it will not break quests to become unplayable so it should not be an issue. I hope i speak for everybody when saying, glitch graphics are no problem, only gamebreaking things like missing keys are.(so essentially it could not even totally break something just make things look ugly)
Edited by aaa2, 13 May 2012 - 06:59 PM.
#400
Posted 13 May 2012 - 06:58 PM
Should be fixed in next release.
EDIT: Fixed.
EDIT2: Can someone (Saffith or a mod) do this for me:
I guess we need to make the note about that in the first post much bigger, maybe in bold, and put the download link after it so it can't be missed?
#401
Posted 14 May 2012 - 01:06 AM
On the Mac (10.6 "Snow Leopard") version of RC 3, the MIDI for the Island Sorrow (Level 1) begins to encounter difficulties with "stuck note" syndrome, eventually resulting in all instruments falling silent one-by-one until there is nothing playing. After a while, the MIDI returns to life.
VIDDY- http://dl.dropbox.co...n Recording.mp4
Quest bug or engine bug? Keep in mind the frame rate issues evident in the video do not actually occur unless Quicktime's screen record function is utilized. Those can therefore be safely ignored.
#402
Posted 14 May 2012 - 03:31 AM
#405
Posted 14 May 2012 - 08:32 PM
Sometimes it does make an image in my folder, but it is only 256x224.
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