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ZC 2.5 RC 2.5 (Windows)


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#106 Saffith

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Posted 30 January 2012 - 05:14 PM

Isn't that fixed already? It looks like it's supposed to be, at least.

#107 Kite

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Posted 30 January 2012 - 05:34 PM

I managed to reproduce a problem in 2.50 RC 2.5 that isn't present in 1.92 beta build 183 with Link's Birthday Deluxe. icon_shrug.gif

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. icon_shrug.gif

Edit: Added more info.

Edited by Nick, 30 January 2012 - 06:03 PM.


#108 Saffith

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Posted 30 January 2012 - 06:20 PM

Gah, I see the problem. The quest rule is automatically set for older quests, but the interaction with DMaps' "continue here" flag is incorrect. It remembers the DMap, but not the screen.
Easy enough to fix. Let's hope there aren't other quests depending on the incorrect behavior... icon_razz.gif

#109 Nightmeres

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Posted 30 January 2012 - 10:07 PM

so as the first page says the shardstorm links are broken. is there any word on when they will be fixed

#110 blue_knight

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Posted 31 January 2012 - 02:19 AM

QUOTE(Nightmeres @ Jan 30 2012, 07:07 PM) View Post

so as the first page says the shardstorm links are broken. is there any word on when they will be fixed

My understanding is when the next release happens, which could be within the next couple of days.

#111 Saffith

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Posted 01 February 2012 - 12:58 PM

Still waiting on that one demo quest. If anyone has Old-Skool's Metroid Nova demo, that might do, too, since that's the quest he's seeing the problem in. Not the old demo that's on ZCRealm, but the more recent one for RC2.

#112 Xenix

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Posted 01 February 2012 - 02:59 PM

Here you go! I found it in my RC2 folder.
http://www.mediafire...o05hjfpsei51ki7
Hope you guys finish RC3 soon! But don't rush, take your time. Rushing causes bad mistakes.

#113 Saffith

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Posted 01 February 2012 - 03:40 PM

Excellent. And I see exactly what the problem is. Not a bug, but a quirk: if you've got a book, the wand uses the book's power instead of its own. It's weird, but I don't know if that's something that should be changed.
Come to think of it, though, he said it affects other weapons, too... Better look into that, too.

#114 LinktheMaster

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Posted 01 February 2012 - 10:21 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.

#115 Timelord

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Posted 02 February 2012 - 08:34 AM

Hi all...

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 Saffith

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Posted 02 February 2012 - 02:11 PM

Tried converting the separators on load, and it seems to work. It'll cause problems for quest filenames with backslashes, but how many of those are there? And they could just be renamed, anyway...

QUOTE(LinktheMaster @ Feb 1 2012, 10:21 PM) View Post

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 LinktheMaster

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Posted 02 February 2012 - 05:18 PM

QUOTE(Saffith @ Feb 2 2012, 01:11 PM) View Post

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 Saffith

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Posted 02 February 2012 - 06:36 PM

And you made them visible with npc->DrawStyle, was it? That's not working for me at all...

#119 Jared

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Posted 02 February 2012 - 06:42 PM

Will you guys be adding an option to make enemies flicker, just like Link? It would be so helpful. But would it be a pain to do?

#120 Saffith

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Posted 02 February 2012 - 08:55 PM

As a quest rule, it's pretty easy. Just did it, in fact. Somewhat harder as an enemy flag.


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