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ZC 2.50.1 RC1


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#31 Avaro

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Posted 03 August 2013 - 02:45 PM

Now, with this new features we also need a new scripting function. I want a way to check if the player uses the new save indicator, because I have a quest where I made a scripted save indicator that shows up while the Game->Save(); function is running. I want the scripted one to show up only if the player has the built in save indicator disabled.

 

I hope my problem here is clear. You don't need 2 saving indicators while the game saves, that looks awkward. I also don't mind if another way to fix my problem is found, like a quest rule to disable the built in indicator for the Game->Save(); function, or something like that.


Edited by Avataro, 03 August 2013 - 03:03 PM.


#32 HylianGlaceon

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Posted 04 August 2013 - 05:00 PM

So it seems, I found a bug with the Flippers..

 

flipperbug_zpsa83d62b2.png

 

This was tested with End of Time DX. I'm able to walk over water vertically without actually getting into the water after getting the Flippers. I still can't enter the water without Flippers, but this brings up some weird bugs like being able to Hammer on water that you shouldn't be able to stand on.

 

The flippers however seem to work fine in my quest built in 2.5 and whatnot, so it may have something to do with older quests.



#33 klop422

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Posted 05 August 2013 - 06:34 AM

If you release another bugfix, can I request that you try to fix a certain nsf bug I've been having in 2.50?

Information here:http://www.purezc.ne...showtopic=58852

Also, there's another bug which I don't think is on the list:http://www.purezc.ne...showtopic=59006



#34 Mero

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Posted 05 August 2013 - 09:38 AM

Is this worth the download? I feel fine with the current 2.5. :P

 

The reason for 2.5.1 is to make Zelda Classic more stable, and trust me you don't want it to crash after a few hours of progress without saving. In short, all those bugs we hate and bitch about will hopefully be fixed one at a time as this version progresses through RC Status. 


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#35 Avaro

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Posted 05 August 2013 - 04:44 PM

I'm not sure if this is the right thread to post bug reports but here I go. The bug happens when Link has the whimsical ring item. Thats the item that allows for critical hits and plays a sound when a critical hit happens. Now if I slash against an enemies shield (front of a darknut for example), critical hits still happen, even though the enemy completely blocked my attack. And I can tell that the critical hits happen, because of the sound effect.



#36 Eurysilas

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Posted 08 August 2013 - 12:48 PM

Bug for the Mac version:

 

In Hero of Dreams, the intro song (where it tells you the backstory of the previous Links) now suffers from "stuck note syndrome) It did not in the previous release.

 

On another note...Saffith, are you trying to get fullscreen for the mac version up and running, or something? 0-o Every version I test does a little bit better on going fullscreen, which is one weird coincedence otherwise....Meh. Anyway, the player can go fullscreen now, it just doesn't display the graphics correctly (fucked up colors, sporadic failure to screen draw in any way, shape, or form).



#37 HylianGlaceon

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Posted 08 August 2013 - 09:33 PM

Found a bug with Farore's Wind...

 

Basically, just use it on a DMap with no continue point set and it'll use the coordinates anyway instead of going back to the last continue point. It breaks some stuff for those that use a map for shop screens. F6 -> Continue and F6 -> Save don't seem to cause problems though.



#38 kurt91

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Posted 17 August 2013 - 08:17 PM

I found a bug. I'm still using the original 2.5.0 release, but I don't think it was mentioned anywhere, so it may still be in 2.5.1.

 

I was editing the enemy tiles, trying to clear up more space while keeping the enemy graphics in the same general area, and switched all of the different Keese to "4-Frame, 4-Direction Flying" instead of "4-Frame, 8-Direction Flying". I watched them in-game for a bit to make sure that it reduced the tiles needed to one row rather than two, and they look correct. However, when I was moving the graphics for the different enemies closer together, I still got a warning that the second row of graphics are being used, even though they aren't.

 

If this hasn't been fixed already (If it has, I apologize for bringing it up), it would be nice to have fixed. It's a bit misleading when making a custom tileset.



#39 Avaro

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Posted 17 August 2013 - 08:23 PM

I found a bug. I'm still using the original 2.5.0 release, but I don't think it was mentioned anywhere, so it may still be in 2.5.1.

 

I was editing the enemy tiles, trying to clear up more space while keeping the enemy graphics in the same general area, and switched all of the different Keese to "4-Frame, 4-Direction Flying" instead of "4-Frame, 8-Direction Flying". I watched them in-game for a bit to make sure that it reduced the tiles needed to one row rather than two, and they look correct. However, when I was moving the graphics for the different enemies closer together, I still got a warning that the second row of graphics are being used, even though they aren't.

 

If this hasn't been fixed already (If it has, I apologize for bringing it up), it would be nice to have fixed. It's a bit misleading when making a custom tileset.

 

It's no bug. You have to set the value for the "H:" under the enemy tile in the enemy editor to 1.



#40 Moosh

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Posted 17 August 2013 - 08:51 PM

So here's a strange little bug I discovered recently in 2.5 and can confirm still exists in 2.50.1: In ZQuest in the subscreen editor, if you edit a (None) object's properties and click the attributes tab it displays what seems to be the attributes of every subscreen element arranged in a jumbled mess. I am now researching whether this can be used to unlock the secrets of the universe.



#41 kurt91

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Posted 17 August 2013 - 09:32 PM

It's no bug. You have to set the value for the "H:" under the enemy tile in the enemy editor to 1.

...Oh. Well, never mind then. My mistake.



#42 skateboarder11

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Posted 19 August 2013 - 04:41 AM

Alright, I've tested things a bit, and my two largest bugs I've found still remain. Please note, these were uncovered on a system running Windows 7 (x86) with 3.25GB of RAM:

 

Something broke with the tracker handling somewhere. A huge example of this is the Level 1 tracker I've used in ALTTS2 (demo+tracker archive can be found here. It will skip around seemingly randomly and wildly, without explanation. This is not the case in 1.92 b184, the version I have been designing the quest in. (This actually dates back to V2.10.) I'd imagine this breaks other things, as well. I don't know if it extends to all formats like this, or if it is merely limited to Protracker files (.mod).

 

When space is assigned to A and Alt (both right and left) is assigned to B, you need to move again after using your B button item before you can use your A button item. This bug was also not present in 1.92b184. (And again, this also dates back to 2.10.) I haven't tested for this on any other OSes yet, though I'd imagine it wouldn't occur on Mac OS X. This happens with generic USB keyboards, even.

 

I haven't encountered the whole "hey ZC stopped drawing lol" bug yet. I really only tested for these two issues which have gotten heavily on my nerves, and haven't really had the opportunity to leave ZC idle for long enough yet!

 

(admittedly I'd have liked to see SID and SAP support in 2.5, but this is me and my fascination with old (and possibly obscure in the case of SAP) computer music formats and not really anything that should be taken remotely seriously unless you actually decide you should add it for some reason and it wouldn't require huge changes. :P)


Edited by skateboarder11, 19 August 2013 - 05:01 AM.


#43 kurt91

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Posted 19 August 2013 - 05:04 AM

Okay, I'm finally going to have to update to this one. I'm finding bugs in the original 2.5.0 where it will just completely cover the screen in Secret Flag 16 for some unknown reason, and it's not letting me erase it. I'm trying all the different layers that I'm using, but it won't let me clear it.

 

EDIT: I updated, and it didn't fix my quest, but I did figure out the problem and I think it might be a bug. For some reason, after I assigned a bridge tile as Secret Combo 16, it filled all the unused space on the screen on layers 2 and higher with Combo 4 instead of Combo 0. Combo 4, for me, is an invisible combo with inherent Flag 16, which I need for a script I'm using. Combo 0 is the invisible "empty" combo that it should be using for blank space, right? For some reason, it's replaced all of those with Combo 4 and I don't know why.

 

EDIT II: I was looking around and the only thing I can think of that could have triggered all this was that I accidentally assigned the Secret Combos for the Arrow Trigger and Secret Combo 16 on Layer 2 instead of Layer 1 where I meant to put them. There were no secrets set up on-screen for any layer other than Layer 1, but I don't see how that would have wrecked every screen on the map. (I haven't checked the other maps yet.) Still, through judicious use of the "Replace All" command, I managed to fix my map. I'll keep going and see if this problem comes up again in this version.

 

EDIT III: I figured it out. What happened was I had added in some combos before Combo 0 a while back, and expected ZQuest to assume the new Combo 0 would be the one to use for empty space. Instead, it moved what is used for empty space up with everything else, and began filling things in with Combo 4. Now that I know what happened, it shouldn't be too difficult to fix, but it would be nice to have an option to reset the empty space combo back to Combo 0, or have a specific prompt that warns the user if they try, or even have it set up to where you're just not allowed to do that.


Edited by kurt91, 19 August 2013 - 12:39 PM.


#44 skateboarder11

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Posted 21 August 2013 - 09:40 PM

I came back after remembering Camstudio was a thing and recorded example videos.

 

This is how the tracker sound in 2.51 (and 2.10, 2.5...) - the broken version, as opposed to how it sounds in 1.92 b184, as well as non-ZC tracker players. I know it's not a bug that only happens to me, as kurt91's video review of the 2012 demo (go to about 6:00, or so) suffered the same issue..



#45 kurt91

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Posted 27 August 2013 - 02:31 AM

I know I've mentioned this a while back on one of the early 2.5 RC versions, but it's still happening. A lot of the time, when I close Zelda Classic or ZQuest, the program will close, but the little tab on the Start menu bar stays there. When I check in Task Manager, the program's process is still going, and I have to manually end the process myself. Occasionally, the program will close properly, but most of the time, I still have to close it a second time through Task Manager's processes tab.

 

Also, the auto-start feature in ZC Launcher doesn't seem to work right. I have it set to automatically start the quest in Slot 1, to speed up testing my quest as I work on it, and it doesn't do that at all. I still have to go through the normal menu to select the quest to start. I think the whole time since I've upgraded to 2.5.1 RC1, it's only worked once or twice, and I had the same issue with 2.5.0 as well.

 

Finally, and this is more of a request, really, but can we please be able to select animation setups for 32x32 enemies that use multiple rows of animation frames? I would love to be able to use any of the "4 Frame-4 Dir" settings, or even be able to set up firing animations for them. I mean, we already have a couple special settings for large enemies, but they're rather limited. If it's something too difficult to implement, I apologize. I just think it would be a very nice feature to have, and would be very useful for the quest I'm making, since I'm doing a lot of simple custom bosses.

 

(If it helps get the added animations in, I'd be willing to rip and try and put together a quest with all the different LttP or Minish Cap versions of the normal enemies pre-made for anybody who wanted to do a LttP/Minish Cap proportioned quest.)


Edited by kurt91, 27 August 2013 - 02:33 AM.



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