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ZC 2.50.1 RC1


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#61 Russ

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Posted 31 October 2013 - 09:23 PM

The grabber.exe program used for editing sfx.dat files is kind of old (and AVG thinks there is a virus in it.) Would it be possible for its functions to be in ZQuest itself?

The functions already ARE in ZQuest, and they've been there for a while. Go Quest->Audio->SFX. :P



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Posted 01 November 2013 - 11:39 AM

Sound effect swapping is required if I want to hear sounds other than the NES ones in custom quests were no custom sound effects were put in.



#63 Avaro

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Posted 01 November 2013 - 11:45 AM

Sound effect swapping is required if I want to hear sounds other than the NES ones in custom quests were no custom sound effects were put in.

 

If a quest doesn't use custom sfx then that's the choice of the author. Why should people be able to use any sfx they want for playing a quest?

I don't think it's a good idea ;)

 

Also, there is a bug with this version of ZC that prevents the player from entering water tiles, sometimes. So far it only happened with entering 1 tile wide water pools to the north, as far as I know.



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Posted 01 November 2013 - 12:46 PM

How about different versions of sfx.dat then? One could reseamble Link To The Past, one could reseamble the Game Boy Zelda games, and one could reseamble Ocarina Of Time.



#65 HylianGlaceon

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Posted 01 November 2013 - 01:00 PM

The newest version of ZC doesn't seem to run at all when you change the sfx.dat actually. ZC refuses to run if you change it for whatever reason.

 

Speaking of bugs, has anything been done about the Flipper bugs/Jesus Flippers?

 

Also, I kinda feel the ability the walk on the water could work as a L2 Flippers as well someday. Assuming you could like switch from walking and swimming by pressing B or something as B doesn't do anything while swimming atm. Don't know how difficult that'd be to put in, but it's a neat idea, no?

 

Edit: B not A. Blame my weird control setup..


Edited by HylianGlaceon, 01 November 2013 - 01:20 PM.


#66 coolgamer012345

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Posted 01 November 2013 - 01:04 PM

"A" lets you dive.



#67 HylianGlaceon

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Posted 01 November 2013 - 01:18 PM

Oh, pardon me, meant B.



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Posted 01 November 2013 - 02:24 PM

Yes, it is very true that you can't use any of the sfx.dat files that came with some of the old quests in 2.5. Very true indeed. The only way they could be used is if they were converted. A program known as grabber-w.exe can do that (I believe AlphaDawg made it,) but AVG insists that it is malware (very bad indeed.)

 

How about a way to import and export sound effects packs for quests in ZQuest? The exports could use the sfx.dat file format.


Edited by Nolornbon, 05 November 2013 - 04:25 PM.


#69 coolgamer012345

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Posted 11 November 2013 - 05:14 PM

A terrible bug has happened in the game editor, ALL THE STUFF IS SCRAMBLED!!!! I built houses and dungeons and all the tiles where the wrong ones, But it is only the combo placements AND it is only in the saved version, I just loaded a Qt file and it works correctly........



#70 MoscowModder

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Posted 11 November 2013 - 05:29 PM

And that is why we use backups and timed saves. Glad not all your work is lost, right?


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#71 coolgamer012345

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Posted 11 November 2013 - 05:37 PM

Yep, And it is a good thing that the latest backup was good (it was saved like seconds before the thing messed up). And now I am using normal 2.50 for building the quest...



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Posted 11 November 2013 - 11:37 PM

The thing I am looking forward to most is when Zelda Classic goes open source. A few folks in this community might be able to add to it.



#73 kurt91

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Posted 12 January 2014 - 08:41 PM

I've been playing the demos in the Expo, and had a bug hit me twice. I don't know if it's the same bug twice or two different ones, but they came up.

 

What happens is if you leave the player going without input for a short time, all the keyboard presses stop working. It stopped working when I was at the screen where you put in a name for a quest slot, and a second time when I had to pause ZC via the "Escape" menu to help my younger siblings with homework. I came back and could click on the player to turn it back on, but the screensaver wouldn't go away.



#74 XMSB

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Posted 12 January 2014 - 09:59 PM

Has anybody else attempted to import any DMaps in 2.50.1RC1? Because when I attempted to import a DMap file into my quest, it crashed ZQuest every time. By the way, sorry to be blunt, but judging by the lack of activity in the AGN Bug forums, how there's only been a small few bug fixes since the release of this version, and how there haven't been any bug fixes since November 2013, I'm really worried that the developers haven't been focusing much on bug fixes or paying much attention to the bug reports here lately, even though there's still a handful of bug reports that really need to be dealt with, and I think it's because of other things like ZScript header files and the 5th Quest Contest.


Edited by XMuppetSB, 12 January 2014 - 11:56 PM.


#75 Timelord

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Posted 25 March 2014 - 03:17 AM

Bug Report:

 

Not exactly a bug for 2.5, but rather, a holdover bug, or implementation problem, from older ZC versions...

 

When using the subscreen, if there is a gap between items (for example, the player has the items at Position 0, and Position 2, but not the item at Position 1), pressing left and right will skip the missing item.

 

When using Up or Down to select items, ZC will not skip any missing items. Thus, if your subscreen is arranged like this:

0 1 2 3 4
5 6 7 8 9
A B C D E

If the player has Item 1, and Item B, but not Item 6, pressing up from item B will not jump to Item 1, and pressing down from Item 1 will not move the cursor to Item B. Up/Down only work if the chain of items is complete, and will not hop over gaps, yet pressing Left/Right will hop over gaps.

 

In other words: Whatever logic makes ZC determine the 'next' item with left/right button presses, when the assigned 'next' position is not in the inventory, is not implemented for pressing up/down.


Edited by ZoriaRPG, 25 March 2014 - 03:19 AM.



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