... Maybe.
ZC 2.5 RC 2.5 (Windows)
#61
Posted 22 January 2012 - 10:03 PM
... Maybe.
#62
Posted 22 January 2012 - 10:11 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.
That's good to hear.
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.
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.
Replies in bold.
#63
Posted 23 January 2012 - 01:36 AM
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:
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)
#64
Posted 23 January 2012 - 05:39 AM
#65
Posted 23 January 2012 - 08:54 PM
#66
Posted 23 January 2012 - 08:56 PM
#67
Posted 23 January 2012 - 09:12 PM
So would it be possible to have a DrawBitmap() that also allowed rotation? This would make certain effects really fast.
Added... And now you are in charge of testing it .
#68
Posted 23 January 2012 - 09:29 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.)
Added... And now you are in charge of testing it .
As soon as you release a version with it, don't worry I'll test it for ya.
(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
Posted 23 January 2012 - 10:26 PM
void Waitframes(int n) {
while(n-- > 0) Waitframe();
}
To my knowledge, this will in fact not loop n times, but n-1.
#70
Posted 24 January 2012 - 12:14 AM
As soon as you release a version with it, don't worry I'll test it for ya.
(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.
There's a (slight) bug in std.zh.
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:
#71
Posted 24 January 2012 - 12:31 AM
#72
Posted 24 January 2012 - 12:44 AM
#73
Posted 24 January 2012 - 12:47 AM
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.
You're thinking of of the prefix decrement operator:
#74
Posted 24 January 2012 - 06:04 PM
#75
Posted 24 January 2012 - 07:14 PM
--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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