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Zelda Classic 2.50.2


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#106 Russ

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Posted 11 December 2015 - 02:16 AM

Just copy zc.sav from the older version of ZC's folder to the newer version's.

#107 Deedee

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Posted 16 December 2015 - 09:43 AM

Geez, the Windows 8 compatibility issues are even more plentiful here. Before, you needed to download DXGL to run fullscreen. Now, you have to download DXGL to run it at all, as opening it without causes it to repeatedly open and close, with you needing to wait 5 minutes until it opens in windowed view. Trying to switch to fullscreen will crash the program. 



#108 Anarchy_Balsac

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Posted 18 December 2015 - 10:46 PM

Geez, the Windows 8 compatibility issues are even more plentiful here. Before, you needed to download DXGL to run fullscreen. Now, you have to download DXGL to run it at all, as opening it without causes it to repeatedly open and close, with you needing to wait 5 minutes until it opens in windowed view. Trying to switch to fullscreen will crash the program. 

 

Yeah it's bullshit, but because M$ refuses to give a fuck about backwards compatibility, these things happen, and have been since XP.



#109 BigJoe

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Posted 05 January 2016 - 05:19 PM

Mysterious sword power changing bug:

 

I've had two complaints, both of them being on quests I made, of the sword power mysteriously changing for no reason.

 

Complaint 1: 5th quest, wooden sword had the power of white sword.(and then changed to normal after awhile)

 

Complaint 2: Triforce Knight, magic sword not as powerful as it should be.

 

In both quests, the quests should be set up for the swords to function properly. Its a weird bug that seems to pop up out of nowhere.



#110 Anarchy_Balsac

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Posted 05 January 2016 - 05:41 PM

So Saffith, you keep posting updates but I noticed that neither of the promised reversals have happened yet, even as the updates keep happening.  Is this anything to do with your mentality that being incompatible with ONE version of ZC is worse than being incompatible with MANY?

 

Just curious.



#111 Anthus

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Posted 09 January 2016 - 05:39 PM

A lot of these new features sound nice. These are good additions that aid in the workflow greatly. Copying pre-existing enemies, and items, and strings saves a lot of busy work. 



#112 Anthus

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Posted 13 January 2016 - 12:34 AM

Disregard this post, I thought I found a bug, but noooope, it was completely operator error.

 

Spoiler



#113 Deedee

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Posted 13 January 2016 - 05:42 PM

Mysterious sword power changing bug:

 

I've had two complaints, both of them being on quests I made, of the sword power mysteriously changing for no reason.

 

Complaint 1: 5th quest, wooden sword had the power of white sword.(and then changed to normal after awhile)

 

Complaint 2: Triforce Knight, magic sword not as powerful as it should be.

 

In both quests, the quests should be set up for the swords to function properly. Its a weird bug that seems to pop up out of nowhere.

 

Heh, I noticed a similar bug. After playing Legend of Lana Gaiden 0.5, all other swords in quests I've played had the power of the wood sword and acted like it too until I closed ZC.



#114 Moosh

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Posted 14 January 2016 - 04:27 AM

//Check for collisions of two squares given upper-left coordinates and a side length for each.
bool SquareCollision(int c1x, int c1y, int side1, int c2x, int c2y, int side2) {
  return RectCollision(c1x, c1y, c1x+side1, c1y+side1, c2x, c2y, c2x+side1, c2y+side1);
}

I just discovered this unfortunate little bug in std_functions.zh. It uses the first side length twice. Wonder how that one slipped under the radar for so long...



#115 Timelord

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Posted 14 January 2016 - 06:00 AM

So Saffith, you keep posting updates but I noticed that neither of the promised reversals have happened yet, even as the updates keep happening.  Is this anything to do with your mentality that being incompatible with ONE version of ZC is worse than being incompatible with MANY?

 

Just curious.

 

You know, no-one promised any kind of reversals for the bugfixes. If in the future, there is a workaround for these complaints, it'll be because people decided to spend even more time making that work.


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#116 Gleeok

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Posted 14 January 2016 - 08:50 AM

//Check for collisions of two squares given upper-left coordinates and a side length for each.bool SquareCollision(int c1x, int c1y, int side1, int c2x, int c2y, int side2) {  return RectCollision(c1x, c1y, c1x+side1, c1y+side1, c2x, c2y, c2x+side1, c2y+side1);}
I just discovered this unfortunate little bug in std_functions.zh. It uses the first side length twice. Wonder how that one slipped under the radar for so long...
Because no one ever even used it before. :P

That's just cause to simply remove it I think. RectCollision() makes more sense, if only because all the other script functions give a width and height value and never a mono_size value, which is a little silly and is never actually a thing unless you are trying to pack bytes together or whatever.

#117 Timelord

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Posted 15 January 2016 - 06:17 AM

Because no one ever even used it before. :P

That's just cause to simply remove it I think. RectCollision() makes more sense, if only because all the other script functions give a width and height value and never a mono_size value, which is a little silly and is never actually a thing unless you are trying to pack bytes together or whatever.

 

Sadly, removing it isn't wise, in the event that someone uses it, somewhere. in fact, I think that Moosh does use it in some scripts.

 

I already fixed it in the proposed header update though, as he pointed it out to me on Skype.

 

Now is as follows:

 

//Check for collisions of two squares given upper-left coordinates and a side length for each.
bool SquareCollision(int c1x, int c1y, int side1, int c2x, int c2y, int side2) {
    return RectCollision(c1x, c1y, c1x+side1, c1y+side1, c2x, c2y, c2x+side2, c2y+side2);
}

 

I think it has its uses, if you want to check large areas, or something. I've never used it.

 

I also have ideas for CircularCollision based things though, that I might want to implement somewhere, particularly in my DrawTileCollision() functions. I have a few doubts about CircularCOllision as a general rule though.

 

You should look at the DrawTile/ComboCollision() routine at some point. They might be pretty nifty. I won't be including those in the std.zh thing though, as they are too unproven; unless people actually think they'd be useful on a general basis.  :shrug: 



#118 Shane

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Posted 21 January 2016 - 02:56 PM

Large Image (Distortion was unintended...)
What is going on here? I opened up ZQuest and it loads... this. Twice today in fact. All the combos, palettes and all are blank and in a few seconds ZQuest crashes. I'm really puzzled.


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#119 Jared

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Posted 21 January 2016 - 03:01 PM

Large Image (Distortion was unintended...)
What is going on here? I opened up ZQuest and it loads... this. Twice today in fact. All the combos, palettes and all are blank and in a few seconds ZQuest crashes. I'm really puzzled.

 

It seems like it's trying to load a .qt0 file. Is that normal?



#120 Shane

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Posted 21 January 2016 - 03:05 PM

Yeah, it's pretty normal I believe. This though... I don't know.




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