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Zelda Classic 2.53 Gamma (RC) 1

Gamma

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#1 Timelord

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Posted 29 January 2019 - 01:20 AM

Zelda Classic 2.53.0 Gamma (RC) 1 for Windows

Includes ZLaunch, 2.6.10.

Changelog
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#2 Avaro

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Posted 29 January 2019 - 01:56 PM

It's happening :D The next stable release since a few years is coming close. Here's some initial things I've found:

 

Tango.zh doesnt have the newest version, 1.3.

 

Ghost.zh has a weird file in it called "ereapons2". Also, there's the variable called "default" in other.z, which you could change, but I guess is no problem until 2.55.

 

Including stdWeapons is the worst idea, the header is pretty bad. And the fact it's called "std" is misleading because it's in no way a standard.

 

Laser.zh is outdated.

 

Why include ag.cfg when it's pointless? The file even has some person's directory path in one of it's lines.

 

The default controls are different from what they've been in all prior ZC versions. Also, the A and B buttons are mixed up. "A" should be to the right of "B".

 

Other bad defaults: Sfx volume is extremely quiet, debug console enabled, showing FPS, and the dark colour theme.

 

I'm not positive "DMap intros always repeat" should be something you can just enable as a player. It's a DMap option. If there's a ZC version where this was always true, please tell me what version it was so I can verify. (generally this emulation menu seems like an unprofessional band-aid fix but that's besides the point)

 

That's all! Playing quests seems good on first sight.


Edited by Avataro, 29 January 2019 - 09:19 PM.

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#3 Alucard648

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Posted 30 January 2019 - 04:59 AM

Including stdWeapons is the worst idea, the header is pretty bad. And the fact it's called "std" is misleading because it's in no way a standard.

Any suggetions on improving that library?



#4 Avaro

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Posted 30 January 2019 - 08:53 AM

Any suggetions on improving that library?

Sorry, I can't say anything specific. There's a lot of bugs and inconsistencies (like particles not disappearing, weapons not being spaced correctly). Really most issues are with melee weapons. I think it also uses too many misc variables for things. I haven't used the header personally, but there's quite a few scripters who don't like it.


Edited by Avataro, 30 January 2019 - 08:59 AM.


#5 Jamian

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Posted 30 January 2019 - 09:39 AM

I'm not positive "DMap intros always repeat" should be something you can just enable as a player. 

 

So is this an option that lets the player choose if a quest's DMap intros repeat? I would not allow that, in older quests this was sometimes used as a trick to display a one-time message.


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#6 Avaro

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Posted 30 January 2019 - 10:36 AM

So is this an option that lets the player choose if a quest's DMap intros repeat? I would not allow that, in older quests this was sometimes used as a trick to display a one-time message.

 

Yeah, new "emulation" menu. It is meant for players to toggle in very old quests to emulate behaviors of old versions. Apparently you'll only be able to select them if you are playing a quest in 2.10 or lower or something, but 2 of the options are always available?

 

unknown.png


Edited by Avataro, 30 January 2019 - 10:42 AM.


#7 Timelord

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Posted 31 January 2019 - 04:18 AM

It's happening :D The next stable release since a few years is coming close. Here's some initial things I've found:

 

Tango.zh doesnt have the newest version, 1.3.

 

Ghost.zh has a weird file in it called "ereapons2". Also, there's the variable called "default" in other.z, which you could change, but I guess is no problem until 2.55.

 

Including stdWeapons is the worst idea, the header is pretty bad. And the fact it's called "std" is misleading because it's in no way a standard.

 

Laser.zh is outdated.

 

Why include ag.cfg when it's pointless? The file even has some person's directory path in one of it's lines.

 

The default controls are different from what they've been in all prior ZC versions. Also, the A and B buttons are mixed up. "A" should be to the right of "B".

 

Other bad defaults: Sfx volume is extremely quiet, debug console enabled, showing FPS, and the dark colour theme.

 

I'm not positive "DMap intros always repeat" should be something you can just enable as a player. It's a DMap option. If there's a ZC version where this was always true, please tell me what version it was so I can verify. (generally this emulation menu seems like an unprofessional band-aid fix but that's besides the point)

 

That's all! Playing quests seems good on first sight.

 

I will oo at the config issues in Gamma 2.

 

Is there an updated version of Laser.zh?

 

I think that I included stdWeapons.zh because peope were using fire and ice rodsm and similar stuff, with it. There wi be a genuine weapon.zh fie with 2.55, so, perhaps pruning this woud be wise for now. I thought that it was commonly used in scripts as a dependency.

 

The primary reason that we bundle these headers is so that peope who download script pacages have them availabe without forum use. e.g. Users who are not members here. It's aso convenient for any user to have the headers required by many modern scripts.

 

One other thing that I need to do, is to go into the defaut quest, and add both an 'invisible coimbo', and freeze combos, to aign with the headers, so that the user need not set up the combos required by the base files (ffscript, ghost).

 

I'll update Tango, too. I wasn't aware that it had fallen out of date.

 

WRT ghost.zh, it is not my responsibiity to update it to compy with 2.55, although I have posted in the thread asing Saffith to apply the fix. It does not affect this buid in any event.

 

I didnt add eweapons2.zh, so I'll need to check on from where that originated Perhaps a copy that I had foating around with personal modifications crept into the package.

 

Regarding 'DMaps always repeat: Early 2.50 quests did not have a rule. I added it, because those quests are midy broen on 2.50 final and later, and because I could not determine when this changed.

 

Obviously, I can do things such as removing these toggles as we make real fixes, but the basic premise for them is that onlyy a smal number of quests, occasionally obscure things, absoutely require them, and there is no other viabe way to fix those quests to play as intended.

 

At times, there is also a question of author intent.

 

The other factor, is that none of these greatly affect the abiity to play general quests. Because they are only in the interface, and they only affect older quests, anything recent wouldn't use them at all.

 

Some of the issues cannot in fact be handled by quest rules, in any sane manner, in 2.53, even if we had rue space, which we do not.

 

I need to apply a number of patches to std.zh before Gamma 2.

 

Are there any other headers that are in common-enough use that I should consider bundling?

Yeah, new "emulation" menu. It is meant for players to toggle in very old quests to emulate behaviors of old versions. Apparently you'll only be able to select them if you are playing a quest in 2.10 or lower or something, but 2 of the options are always available?

 

unknown.png

 

 

With both of these, I cannot determine to which builds they should be limited. If anyone can deduce that infornation, I will disabe them in alien buids. Continuous Sword Triggers needs to be tested in quests that require them, but no-one bothered to properly document what quests beed them.

 

The hammer peg and water issue woud likewise be an emuation toggle, as that behaviour is specific only to one quest in a buid range, and I would need to wrie a specia handler just for that quest. The engine is so convouted already with random patches, which often have sideeffects, that putting them in a menu where they must be enabled for quests that need themm seemed the only sane way to move forward for 2.53for maximum compatibiity.

 

Remember, 2.53 is intended to be a full repacement for 1,84 through 2,50,2. That is why Ive spent so much time on maing it as compatible, and as accurate, as possible. I could also add an emuation flag for the 2,50,3rc ZScript GetCombo/SetCombo changes that we could not previously support, for any 2,50,3rc1 quest that used it.


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#8 Saffith

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Posted 05 February 2019 - 01:16 PM

I will oo at the config issues in Gamma 2.

There's not really anything to look at. Just don't include the config files. ZC generates them automatically, so there's no reason to package the files, and giving them non-default settings is just confusing.
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#9 Avaro

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Posted 05 February 2019 - 03:24 PM

A few other issues I've noticed after using this more:

 

There's no indication in ZC about the cheat modifier keys. Also no way to edit them, other than changing zc.cfg.

 

Even after I set the keys to 0, taking screenshots requires ctrl+shift+F12.

 

Screenshots look all messed up in colour and sometimes they are just all black. Also for some reason when I dragNdrop the screenshots into discord, it does not show them. It treats them like non-image files.

 

Toggling the debug console in ZC doesn't stay saved. Other configurations like controls and volume changes do stay saved though.

 

(Also, I'm sorry posting bug reports here)


Edited by Avataro, 05 February 2019 - 06:28 PM.


#10 ywkls

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Posted 05 February 2019 - 03:44 PM

Any suggetions on improving that library?

 

Sorry, I can't say anything specific. There's a lot of bugs and inconsistencies (like particles not disappearing, weapons not being spaced correctly). Really most issues are with melee weapons. I think it also uses too many misc variables for things. I haven't used the header personally, but there's quite a few scripters who don't like it.

 

So, my biggest problem with it was not being able to figure out how to make it work.

While the example scripts are nice and flashy, I had to dig into each individual file to determine what could be done.

I don't know anything about the issues with the particles or weapon placement.

Regarding melee weapons, I've had no luck with that myself; really.

I can't say anything against using Misc; since I do the same.

A lot of the scripts seemed to use ffc's to function as well, which has created problems for me before.

 

In the end, I made my own system for handle lweapons. I used a few of the scripts from this as the basis for working out details in things like the LTTP Medallions; but for the most part I just converted ghost.zh routines to handling lweapons instead.

 

Also, with the new version of ZC; I believe the plan is to make it where scripts can be attached to lweapons and eweapons directly? (That may be the next version after this one, though.)

This would potentially make both stdWeapons and my system obsolete; once people figure out how to get things done.


Edited by ywkls, 05 February 2019 - 03:45 PM.


#11 Alucard648

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Posted 06 February 2019 - 10:35 AM

So, my biggest problem with it was not being able to figure out how to make it work.

The setup process is very similar to ghost.zh.





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