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Zelda Classic 2.50 RC5


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#76 SUCCESSOR

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Posted 16 November 2012 - 05:16 AM

Have you tried setting Screen->Quake to 2?


#77 Moosh

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Posted 16 November 2012 - 12:56 PM

So it has come to my attention that there's a significant lack of functions that get a DMap's map value and I feel like even if there's some work around my problem that I've encountered as a result of this, there really should be. It's kinda annoying.

#78 Ventus

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Posted 16 November 2012 - 01:02 PM

QUOTE(Ventus @ Nov 5 2012, 08:56 AM) View Post

Now I'm not sure to about this but in ZC RC4, I just tried running it in Windows 8... and there is a crippling bug makes playing anything full screen not even possible.
Now why I'm bringing this here is This might happen as well in RC5, But I can't give it a try. Its too big for me to download at my preset location.

Okay What happens is when you open ZC-RC4 in windows 8 fullscreen it starts off normal then when it hits the title screen. the whole thing goes to hell icon_neutral.gif
Everything starts flashing blue and a part of the screen is mirror'ed on the left side of the screen but its squashed a bit.
Now you can play it on Windowed mode with no issue's but can't play on full screen on Windows 8 icon_eyebrow.gif

I can now confirm that this happens on RC5 on my Windows 8. I've tried everything but I can't it to run full screen with it flipping the hell out.
I even messed around with the ag.cfg nothing. compatibility mode doesn't work either. But strangely enough I can run ZQ full screen without any problems.

#79 Moosh

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Posted 16 November 2012 - 01:25 PM

Also I noticed that individual Screen flags aren't actually defined as constants in std.zh. Kinda curious as to why. In ghost.zh all the flags are clearly defined and it's really easy to use that way. Why not define screen flags for ease of use? Unless they are and I'm just being retarded.

Edit: It appears resetting the screen states of every screen of every map in my quest in 1 frame with a script causes ZC to crash. Normally I'd attribute this to simply overtaxing ZC, but if I put a waitframe between every individual screen reset it still does it leading me to believe it's only one of these changes that's causing the crash, perhaps setting the state of an invalid screen?

Edited by Moosh, 16 November 2012 - 01:50 PM.


#80 Timelord

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Posted 17 November 2012 - 03:41 PM

I have to report that RC5 wiped another zc.sav file: I saved, exited cleanly, and ::poof::. When I reloaded, all of the games were gone. I back up every time that I save, so I never lose anything, but this seems to be a recurring bug that will cause no end of pain to others.

If you want to know anything specific to help narrow down what could cause this, or want me to try anything, please let me know.

#81 Saffith

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Posted 17 November 2012 - 03:54 PM

Did you start a new quest recently? Have you been switching between playing two or more different quests, or just one? Did you get a message at startup saying there was a problem?

QUOTE(aaa2 @ Nov 15 2012, 04:59 PM) View Post
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.

Could you put a trace in the script or something to confirm that it's running at all?
I might need to see the quest, because I can't reproduce this.

QUOTE(Moosh @ Nov 16 2012, 01:25 PM) View Post
Also I noticed that individual Screen flags aren't actually defined as constants in std.zh. Kinda curious as to why. In ghost.zh all the flags are clearly defined and it's really easy to use that way. Why not define screen flags for ease of use? Unless they are and I'm just being retarded.

Those probably should be added, but how should they work? Should they be the binary numbers corresponding to the flags, so that you could AND/OR them with Screen->Flags directly? Or should they be bit numbers that could be passed to std.zh's ScreenFlag()? Hm...

#82 ShadowTiger

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Posted 17 November 2012 - 05:04 PM

I wonder if it's been brought up before, either as a bug or just as a discussion It probably has, in some flavor or other, but whatever the case, shop items still can't cost more than 999 rupees.

Hyrule still thinks small-scale, it seems. icon_razz.gif

#83 aaa2

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Posted 17 November 2012 - 06:03 PM

QUOTE(Saffith @ Nov 17 2012, 02:54 PM) View Post

Could you put a trace in the script or something to confirm that it's running at all?

Ok after researching it a lot i found much more details on the problem i described, as well as a quick fix. I use item scripts to start ffcs that serve as items and load them with ffcscript.zh. Obviously these scripts get a carryover flag set. Now if i trigger a secret with one of these items i quit that ffc by Quit() (i also Quit it whenever i stop using the item). However once i used the item to trigger a secret some ffcs on other rooms stop working (ussually low order ffcs like 1 and 2). Setting FFCS_MIN_FFC to a higher value such as 25 fixes the problem completely. I somehow suspect that somehow when a secret is triggered by an ffc it somehow does not get killed completely but it overwrites the ffcs from other screens because it is still loaded to the ffcs slot. I have no idea otherwise. Also i cannot send you the gamefile because it is not my game. The author of the game would have to do it. Maybe that more detailed bug description can help?

#84 Saffith

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Posted 17 November 2012 - 06:37 PM

If I'm understanding you right, that may be working correctly. Do the scripts you're running with ffcscript.zh set this->Data to 0 when they're finished? If they don't, and they're set to carry over, then they'll prevent other FFCs from loading.

#85 Jared

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Posted 17 November 2012 - 07:05 PM

QUOTE(ZoriaRPG @ Nov 17 2012, 03:41 PM) View Post

I have to report that RC5 wiped another zc.sav file: I saved, exited cleanly, and ::poof::. When I reloaded, all of the games were gone. I back up every time that I save, so I never lose anything, but this seems to be a recurring bug that will cause no end of pain to others.

If you want to know anything specific to help narrow down what could cause this, or want me to try anything, please let me know.

The same thing happened to me. I played Isle of Rebirth for over 70 hours-poof. It was ALL gone.

I closed out ZC, and reopened. It was gone. Any reasoning for this? Glad I wasn't the only one.

#86 HylianGlaceon

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Posted 17 November 2012 - 08:18 PM

QUOTE(ShadowTiger @ Nov 17 2012, 04:04 PM) View Post

I wonder if it's been brought up before, either as a bug or just as a discussion It probably has, in some flavor or other, but whatever the case, shop items still can't cost more than 999 rupees.

Hyrule still thinks small-scale, it seems. icon_razz.gif


I'd be for it, it'd actually make things easier for me because I have to set up string control codes to have a shop that sells stuff for more than 999.

I've done some testing with RC5 with my quest and I haven't encountered any big bugs yet. I've nearly played through my entire demo with nothing strange so far.

One small thing that I noticed is that when I make a subscreen and set the Life Meter to 3 Rows, save and close it. When I open it the next time it'll say it's set to 2 Rows. In-game it still displays 3 rows fine as far as I can tell.

(I'd also love to have 4 rows someday, but yeah... not that important)



#87 MoscowModder

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Posted 17 November 2012 - 08:54 PM

I also noticed that bizarre rows bug.

As for 4 rows, you can just make a meter out of Life Meter Pieces and make as many rows as you want. Not sure if you can do more than 24 containers, though (anyone want to test that?)

#88 HylianGlaceon

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Posted 17 November 2012 - 09:08 PM

QUOTE(MoscowModder @ Nov 17 2012, 07:54 PM) View Post

I also noticed that bizarre rows bug.

As for 4 rows, you can just make a meter out of Life Meter Pieces and make as many rows as you want. Not sure if you can do more than 24 containers, though (anyone want to test that?)


I've honestly never gotten the Life Meter Pieces to work. (I've followed the instructions that the ZC Wiki has and they just don't seem to do anything).

ZC can have more than 24 containers it seems (I just tested and I was able to have 25), just the most it can display is 24.

#89 Saffith

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Posted 17 November 2012 - 09:34 PM

It seems like a few people have their saves deleted fairly often, and most people never have it happen at all. Does that seem right?

If anyone sees this happen again, send me your zc.sav. Do this without quitting the game; quitting will make it rewrite the file. Either leave it running or kill it from the task manager. Send the most recent backup, too, if you have any. And tell me as best you can what quests were saved and what the last one you played was.

#90 ShadowTiger

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Posted 17 November 2012 - 09:56 PM

The Dreams of Yesterday quest has new versions released fairly frequently, with the instructions to overwrite the quest file to continue playing with the same save file. The bug has happened at least twice that I know of to some players of that quest. (There's a link to the event/post in the first post of that thread.) It's an ideal study for that event.


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