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ZC 2.50 RC3


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#481 Gleeok

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Posted 01 July 2012 - 06:34 AM

I don't know, the palette stuff was already fixed. icon_shrug.gif Don't know what to tell you...

QUOTE(aaa2 @ Jun 25 2012, 03:36 PM) View Post

I hate to be the guy asking that but when will there be RC4(it has so many must have features(or is there any chance on a RC4 preview in the same way the RC3.1 was done?))?


Been kind of busy lately but as far as I'm concerned the offset collision bugs are the only thing left right now. That should be fixed "the next time I open up the ZC stuff"TM ... icon_razz.gif

#482 Moosh

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Posted 01 July 2012 - 07:02 PM

So it appears that if Link is hit with an EWeapon with a negative damage value, he can exceed his max HP. Actually not sure this should be fixed though. It can easily be fixed with scripts and could potentially provide a hilarious dungeon gimmick...icon_razz.gif

#483 Saffith

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Posted 02 July 2012 - 12:20 PM

Eh, we should probably fix it, even so.

QUOTE(King Harkinian @ Jun 29 2012, 10:54 PM) View Post

Hey guys. I read a few posts back that in RC3 the permanent discoloration that happens is only reduced to a flash. When? In my RC3, I get permanent discoloration, unless I use the ZC color fix bat file made by franpa. icon_confused.gif

Do you have the latest alleg42.dll?

#484 Cukeman

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Posted 02 July 2012 - 03:10 PM

Next time you add new features, I'd like to be able to create my own Farore's Wind animation,
being able to edit the existing ones would also be nice. I know you're not adding new things at the moment.

EDIT: Also that the Raft and Ladder could have one tile for their icon, and a different tile for their sprite.
And that each direction had a different sprite, so it rotated correctly.

Edited by Cukeman, 02 July 2012 - 04:03 PM.


#485 Lightwulf

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Posted 05 July 2012 - 12:22 PM

Hey, developers, the level 1 "short" hookshot is too long. The default chain length is set to 50 and it's going all the way across the screen.

I suggest it be set to 8; I tried that, and it only went halfway across the screen.

#486 Cukeman

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Posted 05 July 2012 - 04:32 PM

I don't understand the problem, you were able to set it to the desired length, correct?

#487 Lightwulf

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Posted 05 July 2012 - 08:16 PM

Well, true. The problem was that I didn't know it was a problem until I tested the regular hookshot and found it wasn't short at all.

I guess, based off of Russ's comments to my post in the Editor Help forum, they won't change it because of backwards capability. If that's so, it would be nice to have some way of notifying the questmaker to set the level 1 hookshot's chain to a desired length because leaving it as-is will make no difference between having level 1 and level 2.

#488 XMSB

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Posted 05 July 2012 - 08:44 PM

QUOTE(Gleeok @ Jul 1 2012, 06:34 AM) View Post

Been kind of busy lately but as far as I'm concerned the offset collision bugs are the only thing left right now. That should be fixed "the next time I open up the ZC stuff"TM ... icon_razz.gif


I'd hate to say this, but... this isn't the only issue left, as far as I'm concerned, as there is at least 1 critical bug report, 12 mechanical bug reports, 1 compatibility bug report (though I'm not sure if I can replicate it or not) and 8 audiovisual bug reports. Yet these have not been replied to in quite some time, and several of them have not been replied to at all. So in other words, there are about 22 bug reports (including the one you mentioned) that have not been resolved as yet, not counting any of the NES Inconsistencies, which are pretty much on hold until post 2.5, or any of the bugs in the Limbo forum, which may not be dealt with until post 2.5.

Edited by XMuppetSB, 05 July 2012 - 08:45 PM.


#489 Saffith

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Posted 05 July 2012 - 09:34 PM

He means the stuff we're actually going to do. icon_razz.gif Most of the remaining bugs are trivial. Some of them will be fixed, but the only ones that should hold up another release at this point are Mac specific.

And that critical bug's been fixed for ages. I thought I'd mentioned it before, but apparently not.

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Posted 05 July 2012 - 09:58 PM

It is a shame when different operating systems require different solutions to problems.

#491 XMSB

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Posted 06 July 2012 - 12:30 AM

QUOTE(Saffith @ Jul 5 2012, 09:34 PM) View Post

He means the stuff we're actually going to do. icon_razz.gif Most of the remaining bugs are trivial. Some of them will be fixed, but the only ones that should hold up another release at this point are Mac specific.

And that critical bug's been fixed for ages. I thought I'd mentioned it before, but apparently not.


When you said 'most of the remaining bug are trivial', did you mean most of them are hard to replicate? Though I will admit, there are some I've seen that others haven't while at the same time, there are some others are seeing that I'm not seeing myself.

As for that critical bug about the window mode crashes, I am well aware that it's been fixed. But still, I didn't hear anything else about the one with the Ganon Room.

Plus, there are other concerns I have:
1. The beta bug forums haven't had much activity in quite some time.
2. The only real activity at AGN is ad bots, but that's beside the point.
3. Nowadays, I'm beginning to feel that you and Gleeok are really the only two developers who are still active these days, as we have not heard back from other developers like Dark Nation and _L_ in quite some time now (not to mention, _L_ is the only guy I know that produces Mac Builds), which sort of has me worried about what will come of the development team when the time comes for the rewrite.

Edited by XMuppetSB, 06 July 2012 - 12:40 AM.


#492 Saffith

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Posted 06 July 2012 - 12:52 AM

QUOTE(XMuppetSB @ Jul 6 2012, 01:30 AM) View Post
When you said 'most of the remaining bug are trivial', did you mean most of them are hard to replicate? Though I will admit, there are some I've seen that others haven't while at the same time, there are some others are seeing that I'm not seeing myself.

I mean they're either problems so minor they're barely worth acknowledging, irrelevant, or probably user errors. There are a couple of things in there that should be fixed before the final release, but they shouldn't block RC4.

QUOTE
But still, I didn't hear anything else about the one with the Ganon Room.

That's the one I meant. It's fixed.

#493 XMSB

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Posted 06 July 2012 - 01:04 AM

QUOTE(Saffith @ Jul 6 2012, 12:52 AM) View Post

I mean they're either problems so minor they're barely worth acknowledging, irrelevant, or probably user errors. There are a couple of things in there that should be fixed before the final release, but they shouldn't block RC4.

I see. But still, I personally think that some of the visual glitches that still exist can be quite annoying, like that glitch I've been seeing in the big map on the active subscreen in the original 1st and 2nd quests, and its many remakes and crap. For some reason, it usually happens as soon as I enter level 1 after I visit a few screens in the top row of the overworld. Of course, in these quests, Link starts in the bottom row of the overworld. Yet, in my current quest project, I do not have this problem at all, as far as I know. So in other words, I have no idea exactly what keeps causing this to happen on my end.
QUOTE

That's the one I meant. It's fixed.

Okay, in that case, we're hopefully done with all the critical bugs.

#494 King Harkinian

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Posted 06 July 2012 - 09:04 AM

QUOTE(Saffith @ Jul 2 2012, 01:20 PM) View Post

Eh, we should probably fix it, even so.
Do you have the latest alleg42.dll?

I'm not sure. I don't even know if I have the newest version of RC3. Where can I get the newest alleg42.dll, and can I please get a download link for the newest public update to RC3?

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Posted 06 July 2012 - 11:32 AM

QUOTE(King Harkinian @ Jul 6 2012, 10:04 AM) View Post

I'm not sure. I don't even know if I have the newest version of RC3. Where can I get the newest alleg42.dll, and can I please get a download link for the newest public update to RC3?

It looks like RC4 will be out soon, King Harkinian. With it, you will be able to copy and paste enemies in the enemy editor (which I will make good use of icon_sly.gif) and you will have almost twice as many enemy slots. Quite nice icon_biggrin.gif additions to the program, I assure you.


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