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ZC 2.50 RC3


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#121 Avaro

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Posted 06 March 2012 - 08:48 AM

I hope my quests wont be corrupted if I update to RC3. I also hope that this is the last release candidate.

#122 Saffith

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Posted 06 March 2012 - 01:48 PM

We'll need to do at least one more, but things have been going pretty well with this one, so I'm hoping that'll be it.

#123 lucas92

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Posted 06 March 2012 - 02:57 PM

I've been testing Screen->SetSideWarp and it doesn't work as intended. I've put a topic in the scripting discussion.

http://www.purezc.co...showtopic=53841


#124 BigJoe

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Posted 06 March 2012 - 06:14 PM

No chance you would consider adding copy-paste capabilities for the enemy/item editors? If not, then perhaps some import/export documentation, so someone could do it themselves?

#125 Gleeok

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Posted 06 March 2012 - 07:01 PM

QUOTE(BigJoe @ Mar 6 2012, 03:14 PM) View Post

No chance you would consider adding copy-paste capabilities for the enemy/item editors? If not, then perhaps some import/export documentation, so someone could do it themselves?


Heh. I remember this from years ago. I think it's complicated. ^_/^ *<-- is smoking*


Someone might want to think about a scriptable plug-in language for ZQuest, so people could just write their own plug-ins for something if functionality does not exist yet. ... 0_o ...think about that. ... *uses smokebomb...*

#126 Cukeman

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Posted 06 March 2012 - 09:33 PM

Is is strange that I'm having trouble setting enemy HP above 8?
no matter how high I set it, 8 seems to be the limit, unless I give
the enemy resistance to a certain weapon.

(For instance my wooden sword is set at 1, and I have an enemy set to 16 HP.
But I had to give him double defense against the wooden sword to make him
die in 16 hits instead of 8. I'm confused)

#127 BigJoe

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Posted 07 March 2012 - 03:16 AM

QUOTE(Gleeok @ Mar 6 2012, 06:01 PM) View Post

Heh. I remember this from years ago. I think it's complicated. ^_/^ *<-- is smoking*
Someone might want to think about a scriptable plug-in language for ZQuest, so people could just write their own plug-ins for something if functionality does not exist yet. ... 0_o ...think about that. ... *uses smokebomb...*


The space time continuum must be getting out of whack because that was like four months ago icon_razz.gif And Saffith said he would look into it.

By all means, a full release is more important. But it would make things far less tedious.

Edited by BigJoe, 07 March 2012 - 04:07 AM.


#128 Saffith

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Posted 07 March 2012 - 10:30 AM

It is actually kind of tricky, because the dialogs are really multiple dialogs hacked together in weird ways. I might be able to work it out, though.

QUOTE(Cukeman @ Mar 6 2012, 09:33 PM) View Post
(For instance my wooden sword is set at 1, and I have an enemy set to 16 HP.
But I had to give him double defense against the wooden sword to make him
die in 16 hits instead of 8. I'm confused)

Just another weird quirk: one point of sword damage translates to two HP.

#129 Gleeok

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Posted 07 March 2012 - 08:35 PM

QUOTE(BigJoe @ Mar 7 2012, 12:16 AM) View Post

The space time continuum must be getting out of whack because that was like four months ago icon_razz.gif And Saffith said he would look into it.


That's weird. I swear I remember you posting this at AGN years ago... O_o ..Maybe it was someone else though.

And yeah, there's been a bug in ZC where space-time gets all out of whack, that's for sure. icon_razz.gif

#130 Eurysilas

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Posted 07 March 2012 - 10:20 PM

QUOTE
And yeah, there's been a bug in ZC where space-time gets all out of whack, that's for sure.


Oh, hell, let's banish the spectre of understatement that haunts that post and admit the matrix screensaver was actually the real mccoy. The bugs in the program got so bad that one of them caused an infinity loop in the temporal causality module.

You think you've been debugging the damn thing for 8 years. It's actually closer to 80.

#131 Saffith

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Posted 08 March 2012 - 12:02 AM

So, just to update stuff here:

Apparently, Allegro's fullscreen doesn't work on Mac OS Snow Leopard or higher in 8-bit color. Not sure whether we can do anything about that.

I was wrong about the boomerang blocking combos; they only apply to Link's boomerangs.

Pokemonmaster64, can you make a demo quest for the water problem you mentioned? I want to be sure I'm seeing the same thing you are.

#132 Eurysilas

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Posted 08 March 2012 - 04:09 AM

QUOTE(Saffith)
Apparently, Allegro's fullscreen doesn't work on Mac OS Snow Leopard or higher in 8-bit color. Not sure whether we can do anything about that.


No biggie, now that I've figured out how to make windowed mode bigger than a polaroid. icon_smile.gif

#133 Zepinho

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Posted 08 March 2012 - 04:39 AM

It seems this build is really great for scripting.
I only have a small request for the next builds:
would it be possible to increase the number of available scripted combo types and flags?
The current 5 + 5 are actually not enough to accommodate all the needed new combo types and flags for a complete script set like the GB one I'm working on...

#134 aaa2

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Posted 08 March 2012 - 09:01 AM

I would also have a request(if it is not too difficult). Is it possible to Make a function that draws Link on a given Layer and postion in his current state something like:
Game->DrawLink(int layer, int xpos, int ypos);
The only other way to do that i know about is to choose an appropriate combo or render the tiles however it needs a lot of ifs depending on Link's equipment. Or maybe somebody knows how to do that real easy if scripting (i am open for suggestions)

#135 blue_knight

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Posted 08 March 2012 - 01:54 PM

QUOTE(aaa2 @ Mar 8 2012, 06:01 AM) View Post

I would also have a request(if it is not too difficult). Is it possible to Make a function that draws Link on a given Layer and postion in his current state something like:
Game->DrawLink(int layer, int xpos, int ypos);
The only other way to do that i know about is to choose an appropriate combo or render the tiles however it needs a lot of ifs depending on Link's equipment. Or maybe somebody knows how to do that real easy if scripting (i am open for suggestions)

For my quests I just handle all the Link drawing myself using DrawTile(). Its obviously more work though.


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