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ZC 2.50 RC3


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#511 Cukeman

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Posted 20 July 2012 - 12:36 AM

Noticed two things today, might be bugs, might not.
1. When you slash a fire trail enemy and it recoils it drops a bunch of extra fire trails - about 15 in a space of about 4 combos.
2. When Link is charging his extended sword and strafes left to a new screen a sword graphic appears on the left side of the new screen while it is scrolling.

If it's not a problem, it's not a problem, just making sure.

Edited by Cukeman, 20 July 2012 - 12:37 AM.


#512 Saffith

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Posted 22 July 2012 - 02:55 PM

I can't quite decide about something. Currently, the "Save Point->Continue Here" screen flag doesn't affect Game->Save(). Should it?

I'm also adding Game->ShowSaveScreen() and Game->ShowSaveQuitScreen(). Same question with those.

#513 Cukeman

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Posted 22 July 2012 - 07:57 PM

I forget, someone mentioned moldorms going off the screen before right?

#514 Jared

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Posted 22 July 2012 - 08:01 PM

QUOTE(Cukeman @ Jul 22 2012, 08:57 PM) View Post

I forget, someone mentioned moldorms going off the screen before right?

Yeah, that was me. That was many months ago.

#515 Saffith

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Posted 24 July 2012 - 05:01 PM

QUOTE(Saffith @ Jul 22 2012, 03:55 PM) View Post

I can't quite decide about something. Currently, the "Save Point->Continue Here" screen flag doesn't affect Game->Save(). Should it?

I'm also adding Game->ShowSaveScreen() and Game->ShowSaveQuitScreen(). Same question with those.

I still want answers here, even if they're arbitrary. icon_razz.gif
I guess making the functions take arguments would be an option, as well.

#516 LinktheMaster

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Posted 24 July 2012 - 05:07 PM

QUOTE(Saffith @ Jul 22 2012, 01:55 PM) View Post
I can't quite decide about something. Currently, the "Save Point->Continue Here" screen flag doesn't affect Game->Save(). Should it?
If I'm understanding correctly, I would think it should. After all, if for some reason a quest maker has a save point on a screen as well as a scripted save, then they can always toggle "Save Point -> Continue Here" via scripting temporarily while they save.

#517 Saffith

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Posted 24 July 2012 - 05:31 PM

Nah, can't do that. Screen flags are read-only.

I just remembered, though: you can set Game->ContinueScreen/DMap, which does the same thing, so that should suffice.

#518 LinktheMaster

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Posted 24 July 2012 - 05:37 PM

icon_doh.gif Forgot about that. Sometimes I get mixed up as far as which stuff you can and can't set.

#519 Moosh

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Posted 24 July 2012 - 08:53 PM

So I know there's been a feature freeze for like 200 or some builds now and I by no means want to delay 2.5 further, but I just spent an entire day trying to figure out why my script wasn't working when it turned out it was and I had just drawn the whole screen on layer 1 so I was wondering if you guys could make some kind of warning for when a screen has stuff drawn on its layers, but not on layer 0. Would this be possible?

#520 Xenix

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Posted 25 July 2012 - 12:41 AM

I have noticed this, if I use the sword while the screen warp triggers, link's sprite will be offset from his real position.

#521 Russ

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Posted 25 July 2012 - 06:21 PM

Well, I was testing Evan's quest, and I ran into the oddest bug. I shot my hookshot, and it just went offscreen... and kept going... and going. It might have been because of Link's position next to the block all combos, I don't know. Here's a video of the weird bug:



#522 HylianGlaceon

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Posted 27 July 2012 - 01:00 AM

Something else I've noticed. Remember that Spin Attack Whistle Whirlwind glitch I reported a page or too ago? I was messing around and found out it'll do it with the Hammer too if you have the Quake Hammer Scroll, at least in RC3.

Has this been fixed in the newest version or just the Spin attack? I can't think of any other items it'll mess up tbh.


#523 Saffith

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Posted 27 July 2012 - 06:03 PM

Yeah, that got fixed along with the other.

#524 Eurysilas

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Posted 27 July 2012 - 09:29 PM

Serious bug in Hero of Dreams QST-

IPB Image

See that closed door? I'm actually behind it. It is supposed to open automatically from that side ( as seen on this LP http://youtu.be/hQ3WNSgiSeU ). It does not, forcing a reset to escape that particular dungeon.

Edited by Eurysilas, 27 July 2012 - 09:30 PM.


#525 LinktheMaster

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Posted 27 July 2012 - 10:42 PM

Hmm... is there any way to disable the mouse pausing ZC with scripting? I know there's the ZC option, but if a quest uses the mouse, that option is just counterproductive. icon_razz.gif


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