ZC 2.5 RC 2.5 (Windows)
#106
Posted 30 January 2012 - 05:14 PM
#107
Posted 30 January 2012 - 05:34 PM
Play through the quest until after getting the sword, then return to the town. Save/Quit once re-entering the town. Once starting the quest back up, different things will occur.
2.50 RC2.5: You start on the Hyrule Town dmap, but in the wrong location... but oddly it's not screen 00. It's almost like it just got the offset wrong.
1.92 beta build 183: Works just fine. Link starts at Link's House.
When I tried saving at several points before the problem cropped up, I had no issues at all. I'm not certain what caused the issue to start happening at that specific point.
Edit: Added more info.
Edited by Nick, 30 January 2012 - 06:03 PM.
#108
Posted 30 January 2012 - 06:20 PM
Easy enough to fix. Let's hope there aren't other quests depending on the incorrect behavior...
#109
Posted 30 January 2012 - 10:07 PM
#111
Posted 01 February 2012 - 12:58 PM
#112
Posted 01 February 2012 - 02:59 PM
http://www.mediafire...o05hjfpsei51ki7
Hope you guys finish RC3 soon! But don't rush, take your time. Rushing causes bad mistakes.
#113
Posted 01 February 2012 - 03:40 PM
Come to think of it, though, he said it affects other weapons, too... Better look into that, too.
#114
Posted 01 February 2012 - 10:21 PM
#115
Posted 02 February 2012 - 08:34 AM
I wanted to report an inconsistency between RC2 for Windows vs. RC2 for Linux: The .sav file mapping for quests is partially incompatible, as it uses a filesystem pointer that breaks when using the Windows .sav file on 2.5RC2-L The error reported is something like this:
'Could not load /.\quest.qst'
It might be a good idea to look into a solution to this. What is the encoding of the .sav file anyway? (Maybe this part can be manually edited...)
The problem is likely just the change from ? to \ in using the directory hierarchy of both OSes, but it may be possible to add some kind of routine that if /.\* that is requested does not exist, then try ./* before reporting an error. The reverse of this is likely true as well, however I haven't tried it yet.
I ran into this after my XP install bombed and I had to switch to Ubuntu, at least for a little while, and wanted to point it out to the maintainers of all releases, for cross-platform compatibility control. This would also affect Windows<-->MacOS X compatibility, but not OSX <--> Linux as they use the same hierarchy formatting.
#116
Posted 02 February 2012 - 02:11 PM
If an enemy is set to Invisible initially, but with scripts you set its draw styles to normal, death animations still fail to show up.
How did you make it invisible? Enemy flag, screen flag, other?
#117
Posted 02 February 2012 - 05:18 PM
How did you make it invisible? Enemy flag, screen flag, other?
I made it invisible by the "Invisible" attribute in the enemy editor. I did this because I was wanting to move the enemy before it appears. I move it, then unhide it. That part worked just fine. But it wouldn't show the death animation.
#118
Posted 02 February 2012 - 06:36 PM
#119
Posted 02 February 2012 - 06:42 PM
#120
Posted 02 February 2012 - 08:55 PM
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