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ZC 2.5 RC 2.5 (Windows)


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#61 Saffith

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Posted 22 January 2012 - 10:03 PM

Increasing the script size limit seems to have worked. I'll test it a bit more, but I haven't had any problems so far.

QUOTE(LinktheMaster @ Jan 19 2012, 10:40 PM) View Post
Switching to relational drawing doesn't work until I select relational drawing and go off the screen and back to it. Otherwise it just draws a 3x3 chunk of the combo I have selected.
I haven't seen that at all... Does it always do that? Not just with certain combos, or in certain quests?

QUOTE
Also, could we please get screen location markers for when we're placing warps? icon_razz.gif
Mark the destination on the map, you mean?
... Maybe.

QUOTE(LinktheMaster @ Jan 21 2012, 11:59 AM) View Post
Another bug I've found is that apparently setting ST_TEMPNORETURN to true doesn't seem to trigger the timer to disable ST_TEMPNORETURN after going to several other rooms.
It's supposed to last until you leave the DMap. Or am I misunderstanding you?

QUOTE(Gleeok @ Jan 21 2012, 07:25 PM) View Post
There could be a hitch with the flip argument. Right now flip 0 draws the combo with the default flip. However, flip 1 draws the combos current TILE horizontally flipped. ..so depending on what the combos set to in Zquest, flip = 0 and flip = 1 might be the exact same thing.. hmm.. Anybody want to come up with a method where this works as one would expect. ie; What is the expected behavior of this?
I would expect it to draw from the combo sheet rather than the tile sheet. Might take some work, though...

#62 LinktheMaster

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Posted 22 January 2012 - 10:11 PM

QUOTE(Saffith @ Jan 22 2012, 09:03 PM) View Post

Increasing the script size limit seems to have worked. I'll test it a bit more, but I haven't had any problems so far.
That's good to hear. icon_smile.gif That removes a lot of worries. icon_razz.gif

I haven't seen that at all... Does it always do that? Not just with certain combos, or in certain quests?
It doesn't seem to be related to any sort of specific combos, and it happens in multiple quests (even on a brand new classic tileset). It seems to be after you place a combo in normal mode. When you switch to relational drawing, you have to leave the screen and come back.

Mark the destination on the map, you mean?
... Maybe.
Yeah. icon_razz.gif I realize it's something minor, but it would be nice none-the-less

It's supposed to last until you leave the DMap. Or am I misunderstanding you?
Ah. I haven't honestly tested that. I thought it was supposed to mimic regular ZC behavior of coming back after you go ~5-8 screens away.

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#63 Gleeok

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Posted 23 January 2012 - 01:36 AM

QUOTE(Saffith @ Jan 22 2012, 07:03 PM) View Post

I would expect it to draw from the combo sheet rather than the tile sheet. Might take some work, though...


Well.. this is my understanding of it: If a combo references a tile with the combos internal flip flag set to 0x03 and the user calls DrawCombo() with flip 0, then it will draw the combo without the flip - that is the way it is viewed in the tile page and not the combo page, which is wrong I think. So the way it works now is simply thus:
CODE

int flip = (user_flip_arg_flag & 3) ^ (int)newcombo.flip;


This leads me to believe no one has even used the flip argument in a script yet. (I sure haven't) icon_razz.gif

#64 blue_knight

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Posted 23 January 2012 - 05:39 AM

So would it be possible to have a DrawBitmap() that also allowed rotation? This would make certain effects really fast. icon_smile.gif

#65 Saffith

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Posted 23 January 2012 - 08:54 PM

If anyone's wondering, there's not supposed to be a new build there. The build packaging script triggers on any change in the published files, including (as in this case) deleting one of them.

#66 Jared

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Posted 23 January 2012 - 08:56 PM

When you hold up and left with diagonal walking on (Without it on? Not sure), he won't swing his sword, etc.

#67 Gleeok

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Posted 23 January 2012 - 09:12 PM

Whoops. Don't try and download anything above 1402 as Saffith pointed out. It is indeed broken for an unknown period of time. There is no new version that is supposed to exist on shardstorm. (I didn't intend to spawn a link there, sorry.)


QUOTE(blue_knight @ Jan 23 2012, 02:39 AM) View Post

So would it be possible to have a DrawBitmap() that also allowed rotation? This would make certain effects really fast. icon_smile.gif


Added... And now you are in charge of testing it . icon_wink.gif

#68 blue_knight

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Posted 23 January 2012 - 09:29 PM

QUOTE(Gleeok @ Jan 23 2012, 06:12 PM) View Post

Whoops. Don't try and download anything above 1402 as Saffith pointed out. It is indeed broken for an unknown period of time. There is no new version that is supposed to exist on shardstorm. (I didn't intend to spawn a link there, sorry.)
Added... And now you are in charge of testing it . icon_wink.gif

As soon as you release a version with it, don't worry I'll test it for ya. icon_biggrin.gif

(I just hope it was either added as a second function or that it does not significantly slow down DrawBitmap). Thanks.

Edited by blue_knight, 23 January 2012 - 09:32 PM.


#69 LinktheMaster

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Posted 23 January 2012 - 10:26 PM

There's a (slight) bug in std.zh.

CODE
//Wait for n frames
void Waitframes(int n) {
while(n-- > 0) Waitframe();
}


To my knowledge, this will in fact not loop n times, but n-1.

#70 Gleeok

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Posted 24 January 2012 - 12:14 AM

QUOTE(blue_knight @ Jan 23 2012, 06:29 PM) View Post

As soon as you release a version with it, don't worry I'll test it for ya. icon_biggrin.gif

(I just hope it was either added as a second function or that it does not significantly slow down DrawBitmap). Thanks.


I'm pretty anal retentive about things like this. It is indeed a simple conditional "if(rot != 0)" before it will even bother with rotation.


QUOTE(LinktheMaster @ Jan 23 2012, 07:26 PM) View Post

There's a (slight) bug in std.zh.

CODE
//Wait for n frames
void Waitframes(int n) {
while(n-- > 0) Waitframe();
}


To my knowledge, this will in fact not loop n times, but n-1.


You're thinking of of the prefix decrement operator:
CODE
--n != n--;




#71 LinktheMaster

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Posted 24 January 2012 - 12:31 AM

Ah, my mistake. TIL about prefix decrement operator. Funny how I go through an entire Computer Science degree and haven't even seen that once. icon_blah.gif

#72 Saffith

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Posted 24 January 2012 - 12:44 AM

Exactly the sort of needlessly confusing detail that's better avoided, really. icon_razz.gif

#73 blue_knight

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Posted 24 January 2012 - 12:47 AM

QUOTE(Gleeok @ Jan 23 2012, 09:14 PM) View Post

I'm pretty anal retentive about things like this. It is indeed a simple conditional "if(rot != 0)" before it will even bother with rotation.
Excellent.
QUOTE(Gleeok @ Jan 23 2012, 09:14 PM) View Post

You're thinking of of the prefix decrement operator:
CODE
--n != n--;

That's not surprising, people oftentimes confuse these (except me... yeah right). icon_razz.gif


#74 MoscowModder

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Posted 24 January 2012 - 06:04 PM

I'm not sure if this is a new bug, but the Selected Item Name element on the subscreen only shows what's equipped to B. That means if you have Select A button item enabled, you have to equip an item to B to find out what it is called. It would be great if it always told you what was under the selector instead.

#75 blue_knight

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Posted 24 January 2012 - 07:14 PM

Is Build 1437 usable? If so I'll test the bitmap rotation later today (it will make some things much faster so I'm pretty stoked to try it out).

--Nevermind, it's still part of the unreleaed versions. Anyway when I build comes out I'll integrate the rotation feature and see how it works.

Edited by blue_knight, 25 January 2012 - 01:04 AM.



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