Zelda Classic 2.50
#121
Posted 13 January 2013 - 04:16 PM
I tried this in RC5 and it doesn't do this, only this version. Do I need to set the settings different for this or something?
(I'm using the Windows version if that helps)
#122
Posted 13 January 2013 - 04:50 PM
In what way are your tunes "messed up", Hylian?
#123
Posted 13 January 2013 - 04:51 PM
#124
Posted 13 January 2013 - 05:44 PM
RC5 introduced a bug that made most instruments in the current MIDI reset to pianos until another MIDI was played when clicking onto or off of ZC. The final release fixed that bug, but made MIDIs go back about one beat instead. However, ZQuest still has the piano bug.
In what way are your tunes "messed up", Hylian?
Everything sounds a lot quieter and a bit underwater. There are certain instruments that are normally in the songs that don't play as well.
I've tested and it does the same stuff with Lost Isle too, so it's not just my quest.
#125
Posted 14 January 2013 - 10:08 AM
This is like... the official finished Zelda Classic 2.50 right?
Can't believe this day actually came. After 6-7 years of waiting we finally have something stable again? Really have to try this out and I will literally eat my hat and pants if it indeed does work. This man will continue doubting until he sees the product in action and working properly.
By the way, is the ZC community still going strong? I'm just wondering will there be people playing my quests if I do some more? Oh man I haven't touched ZC for years but now would be a perfect time to get back into things...
Hey Peteo, you seem to be a "gater"! I love SG-1, but also Trek. It's good to see another fan of Hammond and his crew, and even someone who plays Zelda Classic. =)
Greetings from Switzerland to Finland, Matt.
PS: I'd have done this via PM, but your inbox is full. ^^
#126
Posted 19 January 2013 - 05:54 PM
Eppy's LP made me aware, then I tested it for myself:
If the "first enemy carries item" enemy flag and "hide enemy carried items" quest rule are checked, and all enemies onscreen are splitting type, then the "first enemy" WON'T drop the item, rather it will appear at the chosen item spot when all enemies are killed.
This makes some quests unbeatable, including the one Eppy played. Not many place the item destination square anywhere when they check the first enemy to carry the item for not all know the dangers of not doing so.
#127
Posted 19 January 2013 - 06:24 PM
BUG
Eppy's LP made me aware, then I tested it for myself:
If the "first enemy carries item" enemy flag and "hide enemy carried items" quest rule are checked, and all enemies onscreen are splitting type, then the "first enemy" WON'T drop the item, rather it will appear at the chosen item spot when all enemies are killed.
This makes some quests unbeatable, including the one Eppy played. Not many place the item destination square anywhere when they check the first enemy to carry the item for not all know the dangers of not doing so.
This is more of a change than a bug I think. It's always best to play quests in the original build they were made in. That said I'm rather sad that it no longer hops to the next enemy onscreen...That would have been fun to abuse...
#128
Posted 19 January 2013 - 06:46 PM
A Critical save bug. If you close ZC then quickly reopen it, it'll delete the save file. Just happened to me the other day (thank goodness I had a backup) and it apparently happened to Mases in his Lost Isle LP too.
Then there's the few existing bugs that have already been reported.
The first was (I think) reported in RC5, but never fixed. If you change Link's position (whether on the screen or by warping him to a new screen) via script while he's charging a spin attack, the sword stays frozen in place while Link keeps moving, ultimately using a glitchy spin attack that doesn't go any damage.
The second's been reported before here, but I just thought I'd bring it up again. If diagonal walking is enabled, Link can clip through pushblocks if he pushes them from the side. This, needless to say, can really break certain puzzles.
Lastly, there's the bug reported by CastChaos, which makes certain older quests completely unbeatable.
Is there any chance for a 2.5.1 release to fix some of the bugs, like how 2.10 got 2.10.2 to fix stuff like the midi bug?
#129
Posted 19 January 2013 - 06:52 PM
So a few bugs I've noticed:
A Critical save bug. If you close ZC then quickly reopen it, it'll delete the save file. Just happened to me the other day (thank goodness I had a backup) and it apparently happened to Mases in his Lost Isle LP too.
Then there's the few existing bugs that have already been reported.
The first was (I think) reported in RC5, but never fixed. If you change Link's position (whether on the screen or by warping him to a new screen) via script while he's charging a spin attack, the sword stays frozen in place while Link keeps moving, ultimately using a glitchy spin attack that doesn't go any damage.
The second's been reported before here, but I just thought I'd bring it up again. If diagonal walking is enabled, Link can clip through pushblocks if he pushes them from the side. This, needless to say, can really break certain puzzles.
Lastly, there's the bug reported by CastChaos, which makes certain older quests completely unbeatable.
Is there any chance for a 2.5.1 release to fix some of the bugs, like how 2.10 got 2.10.2 to fix stuff like the midi bug?
It would be nice to get a 2.5.1 version that fixes bugs, as long as it doesn't fade into obscurity like 2.10.2, which I can't even find anymore.
#130
Posted 19 January 2013 - 07:29 PM
Lastly, there's the bug reported by CastChaos, which makes certain older quests completely unbeatable.
About this bug CC reported. If the key is given to a splitting enemy and there's no item location set will it appear in the top left corner or behave like it's supposed to? I can't help but feel like if we're gonna go for backwards compatibility we should reallow push blocks to be pushed off the edge of the screen like they could in 1.90...Of course this would in turn break various 2.10 quests that relied on NOT being able to do this...See how much of a problem this is?
Edited by Moosh, 19 January 2013 - 09:52 PM.
#131
Posted 19 January 2013 - 07:42 PM
#132
Posted 21 January 2013 - 01:19 PM
So a few bugs I've noticed:
A Critical save bug. If you close ZC then quickly reopen it, it'll delete the save file. Just happened to me the other day (thank goodness I had a backup) and it apparently happened to Mases in his Lost Isle LP too.
Ah, so you've encountered some issues with saving too, glad to know I'm not alone.
And I was wondering why Mases hadn't posted more of his walkthrough, I was playing along with it...Hope he doesn't give up.
Now, for my save file issues: After playing Lost Isle up to the flute in the forest, I found that next time I wanted to play, ZC will pop up with a message stating that "the save file was found but could not be opened. Reboot and try again. If this does not fix the problem, the sav file will have to be deleted". In other words, I have to destroy all saved data on everything. Worse, this has happened constantly to the point I can't do anything.
I noted on agn that some others have encountered this issue, but that it cleared itself up. Well mine hasn't, so here I post.
As Russ requested, here should be the allegro file, though it is all garbledygoop to a caveman like me...
Zelda Classic v2.50 (Build 24)
Allocating quest path buffers (4.00k/4.00k)...OK
Allocating map buffer (1008.84k/1012.84k)... OK
Allocating combo buffer (5.98k/1018.82k)... OK
Allocating string buffer (680.00k/1.66M)... OK
Allocating door combo buffer (159.50k/1.81M)... OK
Allocating dmap buffer (234.00k/2.04M)... OK
Allocating combo buffer (1.62M/3.66M)... OK
Allocating color data buffer (314.11k/3.97M)... OK
Allocating tile buffer (8.50M/12.47M)... OK
Allocating trash buffer (97.66k/12.56M)... OK
Allocating item buffer (31.12k/12.59M)... OK
Allocating weapon buffer (2.50k/12.59M)... OK
Allocating guy buffer (70.00k/12.66M)... OK
Allocating combo class buffer (33.30k/12.70M)... OK
Initializing Allegro... OK
Checking Files... OK
Allocating bitmap buffers... OK
Loading data files:
Zelda.Dat...OK
Fonts.Dat...OK
SFX.Dat...OK
Initializing sound driver... OK
Used switch: -windowed
set gfx mode succsessful at -2 8bpp 640 x 480
Triplebuffer not available
Loading saved games...
As I just saw when I looked over it, ZC is still loading saved games....yeah. Is it perhaps something I'm doing? I run windows 7, to clarify, and have the files unzipped, including the custom quest.
#133
Posted 23 January 2013 - 08:51 AM
#134
Posted 26 January 2013 - 05:10 PM
...Maaaannnn, I've been REALLY bored lately, and I remember I had such a good thing going with Project RCS...
Hey, Saffy and company? You guys are badass.
There's only one more request I have for all of you devs: take a big-ass long break from everything ZC-related and pamper yourselves for a while, PLEASE.
So! Here is a toast
Raw, Raw, Fight the Power!
EDIT: Oh damn, they took out the Post Counters? Sheesh. Well this was Post #2,001 if I recall correctly.
Edited by Schwa, 26 January 2013 - 05:17 PM.
#135
Posted 26 January 2013 - 05:20 PM
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