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ZC 2.50.1 RC2


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#46 anikom15

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Posted 04 March 2014 - 08:11 PM

I am a bit curious and I apologize if this is off-topic, but do you think ZC 3.00 will have built in scripts or something to help those that know NOTHING about scripting like myself be able to at least make basic scripts just putting in a few parameters that just about anyone can figure out with ease? Or at the very least put in scripts for the classic tileset like sideview ladders, NPCs, signs, etc? It doesn't have to the caliber of scripting found in quests like IoR, Hookshot 2, Ganon's Curse, etc.

Also I feel stupid, but if I downloaded 2.50.1 RC2 and played AQII (2.50 final quest), do you think it would be stable? If so, I may test my quest out in it to see if I can find more issues.


ZC 3000 will probably have features that make a lot of simple scripts obsolete like maybe a full npc editor, more room types, &c.

Just my speculation.
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#47 Kite

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Posted 17 April 2014 - 10:54 PM

I feel really dumb for not noticing this back when I was snapping and cropping pictures for the tutorial since I was staring pretty intently at them to do the cropping (even if I got lazy in places like here), but I ran across this looking through my old screenshots for upload testing purposes.

 

7TuHTF8.png

 

This is the cheat confirmation in the Zelda Classic player.


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#48 ShadowTiger

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Posted 18 April 2014 - 04:38 PM

... buh ... wow. Took me a while to see it.

#49 Geoffrey

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Posted 23 April 2014 - 02:55 PM

Bug: killing all enemies cannot trigger secrets if a message has been played on the screen.



#50 Avaro

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Posted 23 April 2014 - 02:59 PM

Bug: killing all enemies cannot trigger secrets if a message has been played on the screen.

I guess thats if there's a "guy" on the screen. Guys count as NPCs.



#51 Geoffrey

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Posted 23 April 2014 - 03:09 PM

I guess thats if there's a "guy" on the screen. Guys count as NPCs.

Yeah.  I thought about that almost immediately after posting.  Sadly, I was at the table, eating my soup, and so I could not come back and edit the post.


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#52 Cjc

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Posted 23 April 2014 - 04:40 PM

Posted this on AGN but I suppose redundancy doesn't hurt: Free Shops are broken in 2.50.1 RC2.

 

That is, if you make a shop type with a free item (one set to 0 rupees cost) the player cannot 'purchase' that item, even though it was possible in older versions to do so (back as far as I can remember, actually).



#53 LReyome254

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Posted 24 April 2014 - 12:50 AM

Posted this on AGN but I suppose redundancy doesn't hurt: Free Shops are broken in 2.50.1 RC2.

 

That is, if you make a shop type with a free item (one set to 0 rupees cost) the player cannot 'purchase' that item, even though it was possible in older versions to do so (back as far as I can remember, actually).

 

You have a better shot at getting a response here LOL  :XD:



#54 Jamian

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Posted 29 April 2014 - 10:57 AM

Bug report: pushed blocks remove flags (not inherent flags, but the manually placed ones).



#55 Saffith

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Posted 29 April 2014 - 11:03 AM

On the push blocks themselves? That's expected for push once flags; it's how they know they've been pushed already.

#56 Avaro

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Posted 29 April 2014 - 11:08 AM

On the push blocks themselves? That's expected for push once flags; it's how they know they've been pushed already.

 

If you push a block over a flag, it removes the flag. This is a new behavior in this version.



#57 Jamian

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Posted 29 April 2014 - 12:55 PM

On closer inspection, it seems even inherent flags are removed :/



#58 Avaro

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Posted 29 April 2014 - 01:40 PM

On closer inspection, it seems even inherent flags are removed :/

Inherent flags are tied to a combo and push blocks always leave behind the "undercombo", which would of course replace the combo with the inherent flag, and thus remove it. However, flags that are placed on the screen manually are not really tied to the combo. If you push a block over them, the flag wouldn't change before, but now push blocks remove them. If you have a screen flag placed on a combo with a push block inherent flag, the screen flag will be removed when you push the block, which is the bug.


Edited by Avataro, 29 April 2014 - 01:40 PM.


#59 Jamian

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Posted 29 April 2014 - 01:47 PM

Ah, I see, that makes sense. I think I can find a workaround for this now. Still, a pretty inconvenient bug.


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#60 Avaro

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Posted 01 May 2014 - 02:30 PM

I don't know if this counts as a bug, but when you press F5 to take a screenshot of the map, you can see the entire map in the screenshot, even the screens that you are not supposed to see because of the "...but only show screens marked in minimap" DMap rule. If you press the map button you cannot see those screens, but the F5 button reveals them.




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