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ZC 2.50 RC3


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#421 Gleeok

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Posted 25 May 2012 - 10:00 PM

Can't you just use cheats on a new save to start where you left off with the same equipment?


QUOTE(Ricky of Kokiri @ May 19 2012, 08:54 PM) View Post

I don't know if anybody has had this problem, but when I try to load RC3 with a USB gamepad hooked up, ZC crashes on the load game screen. If I unplug the USB gamepad, it doesn't crash.

/redundant Did you set "win_proc_fix = 0" in the config file? /redundant

#422 Moosh

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Posted 26 May 2012 - 01:12 AM

Any plans to fix the bugs with the current default classic tileset like how Link's heart meter has numbers instead of hearts for certain health values?

#423 Cukeman

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Posted 26 May 2012 - 01:31 AM

QUOTE(Gleeok @ May 25 2012, 08:00 PM) View Post

Can't you just use cheats on a new save to start where you left off with the same equipment?


Was that directed at me? I'm making a quest, not playing one.

Edited by Cukeman, 26 May 2012 - 01:31 AM.


#424 Ricky of Kokiri

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Posted 28 May 2012 - 01:24 PM

QUOTE(MoscowModder @ May 20 2012, 06:06 AM) View Post

I use a gamepad (a Logitech, if that matters) and it does not cause any crashes. What kind of gamepad, PC, and OS are you using?

Well, I'm running Windows 7 on an HP G62 Notebook PC. I think the problem may be that I'm using this adapter so I can use a PS2 controller. It's been working with other games, but ZC crashes.

EDIT: Oh, and now I see Gleeock's post....... and wow, that fixed it! icon_biggrin.gif I didn't know that affected the gamepad as well!! Thank you!

Edited by Ricky of Kokiri, 28 May 2012 - 01:29 PM.


#425 Cukeman

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Posted 30 May 2012 - 04:59 AM

I have an animated item that appears in the Passive Subscreen (current item)
but it only animates when a message is playing or when I look at the Active Subscreen...


P.S. Just to let you know there was no problem with my global scripts after all icon_sweat.gif

#426 MoscowModder

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Posted 30 May 2012 - 09:00 AM

Is this item given or taken away by script every frame? I have a similar problem with one of my script-given items.

#427 Cukeman

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Posted 30 May 2012 - 03:14 PM

QUOTE(MoscowModder @ May 30 2012, 07:00 AM) View Post

Is this item given or taken away by script every frame? I have a similar problem with one of my script-given items.


Link buys it in a shop, I'm using LinktheMaster's Shop Script.

#428 Shane

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Posted 31 May 2012 - 08:15 PM

This is bizarre.

I've Stair A and Warp Return A setted up, so I test it by warping myself to Screen 80, but then I stumbled onto something odd, when I exited from the left it ignores my Warp Return A and forces Link to go the screen left of where I setted up the stairs and warp return. Same goes with right but it pushes me to the right screen instead of the left.

Fortunately, north and south seem fine.

Edited by Shane, 31 May 2012 - 08:21 PM.


#429 Mero

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Posted 01 June 2012 - 08:07 PM

Moldorms don't have an animation at all. Is this intentional?

#430 SpacemanDan

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Posted 01 June 2012 - 08:41 PM

I noticed a kind of strange thing when I was trying to set up code for a bullet hell quest...

In the ZScript file, it says in order to modify Link's hitbox values, we need to have the extend variable set to 3 or more. However, I tried to set extend, but it says that Link->Extend isn't an actual thing...Does this mean there's no way to modify Link's hit box at the moment? Or am I overlooking something simple?

#431 Mero

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Posted 01 June 2012 - 08:44 PM

Congrats Dan, you found a nasty bug. icon_frown.gif

#432 Gleeok

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Posted 02 June 2012 - 01:49 AM

To be honest I think setting Link->Hit*Offset is practically worthless anyway since there is no Link HitWidth or HitHeight. :\
What I ended up doing is setting the collision rect of everything but Link.. Kinda funky but it's probably the best way to do it right now.

QUOTE(Shane @ May 31 2012, 06:15 PM) View Post

I've Stair A and Warp Return A setted up, so I test it by warping myself to Screen 80, but then I stumbled onto something odd, when I exited from the left it ignores my Warp Return A and forces Link to go the screen left of where I setted up the stairs and warp return. Same goes with right but it pushes me to the right screen instead of the left.


Screen 80 is a special screen based off of the NES game. You can't reliably set warp destinations (I don't think) on it. It will always use the screen you warped from as warp data I believe. The best way to handle this is to make your own passageway screens, for a few screens where you want additional behavior, and place them on the valid map grid, screens 00 - 7F.

#433 Shane

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Posted 02 June 2012 - 01:54 AM

QUOTE(Gleeok @ Jun 2 2012, 04:19 PM) View Post

Screen 80 is a special screen based off of the NES game. You can't reliably set warp destinations (I don't think) on it. It will always use the screen you warped from as warp data I believe. The best way to handle this is to make your own passageway screens, for a few screens where you want additional behavior, and place them on the valid map grid, screens 00 - 7F.


Well, I honestly thought it was a bug, I won't be using Sceeen 80 for anything since I know how to make custom houses/passages without using screens 80 to 87.

Edited by Shane, 02 June 2012 - 01:54 AM.


#434 Eurysilas

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Posted 02 June 2012 - 05:43 AM

QUOTE(Eurysilas @ May 14 2012, 01:06 AM) View Post

Bug in Hero of Dreams QST-

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.


So....Devs...Any comment? :/

#435 SpacemanDan

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Posted 02 June 2012 - 08:20 AM

QUOTE(Gleeok @ Jun 2 2012, 02:49 AM) View Post

To be honest I think setting Link->Hit*Offset is practically worthless anyway since there is no Link HitWidth or HitHeight. :\
What I ended up doing is setting the collision rect of everything but Link.. Kinda funky but it's probably the best way to do it right now.


Wait, there isn't? O_o The numbers are there under the Link pointer in the ZScript.txt file and if I modify them it compiles fine. I assume they're just not functioning?

Though for the time being, I'll take that suggestion. Thanks. icon_smile.gif


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