Hi.
The windows explorer palette changed bug was fixed. It sounds like a bug with windows not sending the proper events to 8-bit DX applications. I don't know how this can be fixed.
32-bit color should work fine but keep in mind that menus will not be visible. (I could not find a fix for this... it's complicated)
Does the joypad issue resolve itself in RC4? If not it's (again) an allegro issue also.
I also sometimes get the "app hang" issue on winXP. I added a config file option "force_quit=0" which may or may not work for you. Set it to 1 to enable it.
Hmm... Could you please reference the problem with Explorer when you reply? Was this one where Explorer dropped to 8-bit colour and needed to be reset after exiting ZC, or something else?
Is that option usable in the config file of RC5 from Shardstorm, or do I need a numbered version that supports it? It does seem to happen frequently, and I might suggest having it enabled by default or having a prefs checkbox to turn it on for the average user, if they see this happening. I would also be happy to assist you with documentation, when the time comes, for an on-line user manual or PDF download.
I think that would be very useful to go along with the official 2.5 release, and documenting how to escape from problems like this that cannot be resolved would be wise, to avoid lots of people posting to ask about them in the future.
My joypads work in 2.50 RC 3, RC4 and RC5 on Windows-7 for any 2.50 ques. Using Windows-7, they do not work in 2.10 (as I recall, although I will double-check), 1.92b183 or 1.90, and quests made for 1.92b183 and 1.90 that I load in 2.50 RC4/RC5 have no response from the joypad. I supposed that I could use an I-Pac and run them with a joystick on that (a creative solution made possible wit my MAME cabinet), but wait, there's more... I tried to press down on the keyboard on my normal system while attempting to run Lexx and it didn't work either.
Again, I will check a wired KB (as I was using a wireless KB) to verify this is true. I will also try to check it in Linux to see if it is an Allegro problem. If it is, perhaps a compatibility mode option (checkbox in the joypad configuration menu) that enables a script or code section that reads the value used for joypad input in 2.5 and converts them as a BG process to values used/expected in 1.9x quests would work?
This may cause lag on older HW, but older HW can run 1.92b183, as older HW generally also runs Windows XP or earlier.
It seems that controls for all 192b183 and earlier quests are not registering in 2.50, and maybe not on Windowsp7. I would need to try them on XP, but I haven't any XP machine on hand. if you download the quest I am attempting to use ('Lexx') you might be able to debug this. I was able to play 'Lost Isle' in 2.50 RC5, thus far without issues--aside from pulling what is left of my hair out with its difficulty level--and that quest was made for a special version of 2.11, and as it runs, I expect that some 2.1x quests will run flawlessly. I do need to check more 2.10 quests and 2.10 itself using W7 to see where this begins, and if all 2.10 quests work in 2.50 with a joypad, or only 'Lost Isle', which was made using 2.1/2.5-alpha, and therefore may not have that issue.
If you mean the joypad issue of left going left/up or let-down, I think this was the same for both RC4 and RC5. Again I will check it. I know the problem exists in RC5. I can send one of these joypads to whomever is working on that kind of issue if they want to try it for themself.
I still hope to be able to play quests on slower Linux systems in the future. Is ZC executable without running X11 (I use Gnome), and would that speed it up by freeing resources: I run Ubuntu 10.04 on an Intel Atom machine and every quest is at half speed at best--even 1st.qst--for drawing graphics? I don't mind booting into CLI, never starting X11, and running ZC from there, but I don't know if this would help with the issue or if I just need more available processor cycles for it to behave itself.
I will check other 2.10 quests, such as HoD, and report which do or do not work. I will also double-check if 2.10 works with a joypad in Windows-7... I know that it did in Windows (SP1/SP2) using a retroUSB converter and classic NES controller, and I only use W7 because it came pre-installed on the other netbook we have in use in our flat.
What is your opinion on auto-making a backup .sav file every X-hours as a preference? This should be pretty esy, as all you are doing is copying zc.sav into 'saves' directory and appending a timestamp to its name each time.
Request:
I would actually also suggest having a 'saves' directory, with a master file that trcks the quests you have open/loaded, and a .sav file for each quest, so that when updating or saving one quest, if it trashes the save, you only lose ojne game, rather than all of them.
Thus, zc.sav would only contain the information on what quests re loaded and the filename of each .sav file for every quest, so if you have Wolfstyle.sqt, 1st.qst, Pathofshadows.qst, and Origin.qst loaded, you get
../zc.sav : This references the .sav file for each game, and then you have:
../saves/Wolfstyle.sav
../saves/Pathofshadows.sav
../saves/1st.sav
../saves/Origin.sav
Each of these contains only the save datum for that game. This may also speed-up the saving process by not needing to update a huge file if you have a dozen quests loaded, while at the same time protecting the save files for each game, preventing corruption of all of your games. The basic zc.sav fie could be text (rather than BIN) so that it is easy to point it to your save files in a new location if you rename or move paths. I would also love a feature to load a quest, and then load .sav file for it: I ran into issues with path-association in 2.50 (all RCs) when renaming a path, and when shifting quests between Windows XP and Linux due to the different path nomenclature.
Would this be too difficult to implement?
the moldorm/lanmola issue bothers me. if I remember correctly, lanmolas should award a none/ruby/heart/fairy drop when the head is killed and moldorms should never give anything. another thing I don't understand is the two death blips (blood spatters) from a single dodongo. I get that he is two parts wide sometimes, but he didn't used to do that. he didn't do that in the original game, did he? stuff.
This is correct: Moldorms had no drop, and don't by default in ZC. Lanmolas have a drop per segment by default, and Saffith said that they'll add a
Again, the emphasis is that you will have this option s a quest-maker in 2.50, but it won't be the default, so that quests that rely on ZC-type drops that we've had for ages won't become impossible to play. I may use both types in my quests in the future.
One Last Suggestion: When on the screen to select a quest (the save slot screen), when you press 'Start' to load a quest, some quests take long time to load. it would be nice to have some kind of sound (like a beep0 to alter the user that ZC has taken your input (when you pressed start) and is loading, rather than dead silence, and delay. Sometimes it looks like ZC has hung, s you get no feedback that it has taken your input and/or is loading a quest (i.e. A beep for auditory feedback that the ZC is loading something.).
This isn't essential, but it'd sure be [i]nice]/i].
Edited by ZoriaRPG, 10 November 2012 - 03:17 AM.

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