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ZC 2.50 RC3


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#436 Moosh

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Posted 02 June 2012 - 08:25 AM

QUOTE(Eurysilas @ Jun 2 2012, 04:43 AM) View Post

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

I believe that's an Allegro bug. Midis have been bugging out since 2.10. On mine sometimes the percussion tracks are 10x louder than everything else. Sucks, really.

#437 Purplemandown

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Posted 05 June 2012 - 12:42 AM

I've found a possible bug. If you walk onto a screen onto a space containing a raft path flag, you will begin rafting, whether or not you were on a raft beforehand, and whether or not you are on water. Imagine my surprise, entering a screen, only to begin rafting! (Furthermore, it happened on the "dry" side of a water-level-changing dungeon, so I was a bit perplexed for a minute or two there).

Anyhow, figure I'd let you know. Dunno if it's a bug or a feature.

#438 Gleeok

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Posted 05 June 2012 - 04:57 AM

QUOTE(Purplemandown @ Jun 4 2012, 10:42 PM) View Post

I've found a possible bug. If you walk onto a screen onto a space containing a raft path flag, you will begin rafting, whether or not you were on a raft beforehand, and whether or not you are on water. Imagine my surprise, entering a screen, only to begin rafting! (Furthermore, it happened on the "dry" side of a water-level-changing dungeon, so I was a bit perplexed for a minute or two there).

Anyhow, figure I'd let you know. Dunno if it's a bug or a feature.


Whoa sweet! Now we can give Link a hoverboard item! icon_nerd.gif

(probably a bug though...)

#439 Moosh

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Posted 05 June 2012 - 06:17 AM

For some reason, diagonal movement screws up ladder and flipper prioritization. Normally the flippers take priority over the ladder in water unless you're walking onto half a tile. With diagonal movement, the exact opposite occurs and Link also takes twice as long to enter the water.

Edited by Moosh, 06 June 2012 - 12:52 AM.


#440 BigJoe

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Posted 05 June 2012 - 08:01 PM

QUOTE(Purplemandown @ Jun 5 2012, 12:42 AM) View Post

I've found a possible bug. If you walk onto a screen onto a space containing a raft path flag, you will begin rafting, whether or not you were on a raft beforehand, and whether or not you are on water. Imagine my surprise, entering a screen, only to begin rafting! (Furthermore, it happened on the "dry" side of a water-level-changing dungeon, so I was a bit perplexed for a minute or two there).

Anyhow, figure I'd let you know. Dunno if it's a bug or a feature.


From what I understand, that is intended. At least, its worked that way as long as I can remember. (Like, from even before Dark Nation started programming.)

#441 Saffith

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Posted 05 June 2012 - 09:36 PM

QUOTE(Eurysilas @ Jun 2 2012, 06:43 AM) View Post
So....Devs...Any comment? :/

It's a Mac thing, so all we can do is wait for _L_ to come by and check it out.

QUOTE(SpacemanDan @ Jun 2 2012, 09:20 AM) View Post
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?

Link->Extend could be added easily, but, as far as I can see, the hitbox settings aren't actually used anywhere. Fixing that would be very difficult.

QUOTE(Purplemandown @ Jun 5 2012, 01:42 AM) View Post
I've found a possible bug. If you walk onto a screen onto a space containing a raft path flag, you will begin rafting, whether or not you were on a raft beforehand, and whether or not you are on water.

That's by design. The raft paths in the NES quests work that way.

#442 RyanBlazeheart

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Posted 06 June 2012 - 05:32 PM

How do I open ag.cfg to change it? Now I'm getting the crash as well.

#443 MoscowModder

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Posted 06 June 2012 - 05:42 PM

Open it in Notepad/Textedit/etc. It's a plain text file.

#444 RyanBlazeheart

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Posted 06 June 2012 - 11:25 PM

Thanks. But I just got another config file and this completely stopped.

#445 aaa2

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Posted 09 June 2012 - 09:53 AM

Is the limit of 255 combo aliases necessary? I already reached that limit with the trees for my quest alone(i have a LOT of trees just for the record). To rephrase the question can that limit be changed without breaking current combo aliases and if so is it as easy to do as just changing the size of an array or really complicated? If it is hard to change or if it would break current combo aliases please forget i asked.

#446 ShadowTiger

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Posted 09 June 2012 - 12:30 PM

I've been thinking the same thing recently. If this isn't actually possible, the next best thing, for whatever year suggestions are being taken again, is to have a little panel beneath the Combo Pages where you can select with a single click the dimensions of the combo array you're building with, i.e. 1x2, 2x1, 2x2, 3x2, 4x2, etc. The layered aspect is easy enough to manage manually now that we can build directly onto that layer from the layer 0 screen.

#447 Gleeok

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Posted 09 June 2012 - 09:53 PM

Sure, I'll take a look at it. How many would you suggest the max be? (within reason, of course)

#448 aaa2

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Posted 10 June 2012 - 04:20 AM

QUOTE(Gleeok @ Jun 9 2012, 08:53 PM) View Post

Sure, I'll take a look at it. How many would you suggest the max be? (within reason, of course)

I think it would be pretty difficult to fill up more than 2024 combo aliases(but maybe somebody else could need more). So to make an estimate: If somebody wanted to make all his/her combos into easier usable combo aliases they would probably combine an average of 4 combos into a combo alias. So my estimate for the biggest possible amount of combo aliases that could be needed in theory is about 1/4 of the number of combos available. This is just a rough estimate of how nobody would ever run into trouble even in theory. So you would need a maximum of 16383.

Edited by aaa2, 10 June 2012 - 04:23 AM.


#449 ShadowTiger

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Posted 10 June 2012 - 07:36 AM

One of the reasons I was thinking that this is a good idea is because of this topic. I'm really liking those poll numbers. icon_heh.gif icon_blah.gif



#450 HylianGlaceon

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Posted 10 June 2012 - 11:01 PM

With this added somewhat recently, would it be simple enough to do the same with Items or is that more difficult? I know I've used up all my slots for items already.

"* Increased the maximum editable and usable enemies in the Enemy Editor from 256 to 512. Now there is no fear of running out of free enemy slots to customize! This changes the way quests are saved so once again you cannot open them in older versions."

(This is sort of a Bug, sort of not) I know this has been the behavior for awhile, but would there be a way for the screen to remember more specifically which secrets have been triggered? For an example if I use the Trigger-Self Only Flag with the Bomb Flag on the same spot, Bomb one, leave and return, they'll all be triggered which kinda defeats the purpose of the Flag on the Overworld at least.

I also encountered a bug where I had the room set to Enemies--> Secrets. After that I wanted to use the whistle to activate some more secrets, like with the other tiered secrets, but after the enemies were defeated, no other secrets could be triggered even using the Whistle on the spot with the #3 Flag.


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