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Zelda Classic 2.50 RC5


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#61 Three Pendants

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Posted 11 November 2012 - 02:17 PM

QUOTE(ZoriaRPG @ Nov 11 2012, 12:37 AM) View Post

Sorry, but were you answering me?

On another note: Is 'Z3 Item Style' for the boomerang/hookshot still a quest rule, or has it finally been moved to an item attribute? It would be much nicer as an item attribute if it isn't already.


Oh no, it was towards Saffith on my problem with scripts not working after moving it to the newer version, they just need to be reinitiated.

Also I was wondering if perhaps for the next version if the "Candles don't hurt Link" could be moved from a Quest Rule to an Item Attribute of the Candle type items? In addition I was wondering if the same thing could be done with Wands, to have their "Wands can't be used as a Melee Weapon" moved to a Wand Item Attribute.

#62 Jared

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Posted 11 November 2012 - 02:19 PM

I found a kind of cool bug. icon_razz.gif

When you're charging the spin attack and go to go to a fairy combo, you get healed. If you keep holding it and move away, the sword sprite stayed there, and disappears when the spin attack is spun and is over.

IPB Image

#63 trudatman

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Posted 11 November 2012 - 02:21 PM

even though I hope it gets fixed, that's pretty neat. it looks like it also turns shops into sxops.

#64 Jared

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Posted 11 November 2012 - 02:24 PM

Found another bug, randomly playing.

IPB Image

The Keese just got stuck here, pretty sure it's an RC5 bug since it was flying before it hit that spot... You could still hear the flapping sounds, and he was stuck in the same frame. Aka, he didn't animate when he got stuck.

Edit- I was in another room in the dungeon, and it happened again!

Edited by Jared, 11 November 2012 - 10:28 PM.


#65 Moosh

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Posted 12 November 2012 - 01:12 PM

So this is really strange, but sometimes when Link swims into cave type combos he appears over the water instead of under it and it looks really strange. I've only managed to get this working when uncapped and I can't figure out how to reproduce it.

As Jared said, spin attack is still buggy as shit.

#66 Evan20000

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Posted 12 November 2012 - 04:58 PM

What's going on with the ladder combos? O_o

Yloh made a video better illustrating this.
http://www.youtube.c...eature=youtu.be

Also, that blue wizzrobe is on bathsalts or something.

#67 Twilight Knight

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Posted 12 November 2012 - 05:40 PM

Not a very urgent problem, but the "Show Misaligns" option in Zlaunch-w doesn't work. You can only change it in Zquest itself.

#68 Moosh

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Posted 12 November 2012 - 07:44 PM

If Link rafts over the combo directly above where an item with the pickup state IP_HOLDUP, he'll lift up the item and cancel the raft state...WTF?!

#69 Jared

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Posted 12 November 2012 - 08:01 PM

When you use the Hookshot right on top of a Hookshotable combo, he can go through it, and continue using it. (Pulling him through the top of the solid combo)

#70 Russ

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Posted 12 November 2012 - 08:09 PM

Going back to the spin attack bug, I have a script that moves Link but allows him to use his items. If you charge the spin attack, the sword will stay in one place even as Link moves away from it.

#71 Saffith

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Posted 13 November 2012 - 10:58 PM

QUOTE(Three Pendants @ Nov 11 2012, 02:17 PM) View Post
Oh no, it was towards Saffith on my problem with scripts not working after moving it to the newer version, they just need to be reinitiated.

Do you mean you had to recompile? That should not be necessary...

#72 Timelord

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Posted 14 November 2012 - 04:57 PM

QUOTE(Three Pendants @ Nov 11 2012, 02:17 PM) View Post

Oh no, it was towards Saffith on my problem with scripts not working after moving it to the newer version, they just need to be reinitiated.

Also I was wondering if perhaps for the next version if the "Candles don't hurt Link" could be moved from a Quest Rule to an Item Attribute of the Candle type items? In addition I was wondering if the same thing could be done with Wands, to have their "Wands can't be used as a Melee Weapon" moved to a Wand Item Attribute.



I discovered that as well, but with re-spawning pots. if you are charging the spin, or have it charged/held, and stab a pot or any re-spawning object, and then step to the side, your sword blade falls to the ground. I tried to screenshot it, and the colour depth issue boned it, but I replicated it in window mode and screen-grabbed that.

There are a variety of ways for the sprite of the sword-blade to be left behind, but it returns as soon as you use it, and the floating blade tends to vanish at that time as well.

I also like the ideas of having these quest rules as item attributes as it makes it possible to offer multiple candles and wands (or whatever) with multiple power sets. I would like to see both 'Wand beam hurts link' and 'Wand beam does not hurt link' as wand options, plus 'Wand + Book fire doesn't hurt Link' as item attributes too; I try to forgo the Magical book in quests that don't require it for that reason, as I have a tendency to use the wand, and walk into the fire. Most of these are the same part of the game engine, so I hope that if you add them, that combining them isn't a big issue. In the same line, bomb damage hurting link could probably be an item attribute for bombs.

The same could go for flippers and diving in the future, so that you have Swim-1 and Swim-2. I don't recall if swim tiles have a speed attribute off-hand, but that'd be neat, as would max dive time if that isn't already there, as item attributes.

I did note an enemy inconsistency: With Peahats, in the original LoZ, the fobwatch that freezes ll enemies on a screen made them vulnerable, but that doesn't seem to happen in ZC (including in 1st.qst). I also seem to recall that frozen leevers did not dive and resurface, but I'm not positive on that one.

QUOTE(Jared @ Nov 11 2012, 02:24 PM) View Post

Found another bug, randomly playing.

IPB Image

The Keese just got stuck here, pretty sure it's an RC5 bug since it was flying before it hit that spot... You could still hear the flapping sounds, and he was stuck in the same frame. Aka, he didn't animate when he got stuck.

Edit- I was in another room in the dungeon, and it happened again!



I've seen many enemies that spawn in corners, particularly the bottom-left corner become stuck. This may be due to spawns being forced in that spot, or it may affect random spawns that start there. This happened in many earlier versions, so it may be something that 'tisn't fixable.



#73 Saffith

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Posted 15 November 2012 - 10:36 AM

I've rebuilt zelda-w.exe to fix the ladder, since I'd rather not do another full release just for that.

#74 Teilyr

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Posted 15 November 2012 - 03:20 PM

Well, here's something interesting. If for some reason, while playing a quest, you decide to change the style of the title screen, ZC will reset once you unpause (press esc, etc.) the screen.. I just found this out the hard way.

This feature was not present in 2.10.

For the record, I haven't tested this in the version you just rebuilt. I'm still using the November 4th release.

#75 aaa2

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Posted 15 November 2012 - 04:59 PM

Ok now here is strange problem:

We have a screen S1 on dmap D1 with a secret triggered autosidewarp that sends you to a dmap D2 where all screens have a ffc script that shakes the screen, have the rules no link marker no subscreen and autowarps are direct enabled. All those screens furthermore have timed warps. This ffc script however does not work. The interesting thing is that if the sidewarp is not triggered by a secret the script works fine.
The person i script for is pretty annoyed by that problem. Can you please fix this bug in the next version?


If needed here the very very simple script just to show it cannot be the scripts fault:
CODE

ffc script shake_screen_constantly{
    void run(){
        while(true){
            Screen->Quake = 1;
            Waitframe();
        }
    }
}

Edited by aaa2, 15 November 2012 - 05:19 PM.



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