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[2.55][a73] Spawn puff gone when resetting weapon sprites to default


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#1 Twilight Knight

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Posted 11 July 2020 - 12:32 PM

Dear devs,

 

Summary

So I was working on a new quest, using a tileset that I made in 2.50.2. I've noticed a bug after resetting the weapon sprites. Afterwards enemies spawning with the puff animation (weapon sprite 22, MISC: Spawn) do not render the puff sprite. The flickering animation works however. I could only reproduce this with a quest made in 2.50.2, then saved as a 2.55 quest and then resetting the sprites to defaults.

 

Version info

2.55 alpha 73 (build 51 if that matters)

 

OS info

Windows 10

 

Details

So I was working on a new quest, using a tileset that I made in 2.50.2. I've noticed a bug after resetting the weapon sprites. Afterwards enemies spawning with the puff animation (weapon sprite 22, MISC: Spawn) do not render the puff sprite. The flickering animation works however. I could only reproduce this with a quest made in 2.50.2, then saved as a 2.55 quest and then resetting the sprites to defaults.

 

How to reproduce

  1. Create a new quest in 2.50.2
  2. Save this quest
  3. Optional: add a screen with enemies to that quest, open it in any ZC player compatible (I used the 2.55 a73 player) and verify that the spawn puffs work as intended
  4. Optional: reset the weapon sprites to default in 2.50.2. The spawn puff will still work.
  5. Open & save the quest in 2.55 a73
  6. Add a screen with some enemies on it to the quest
  7. Open the quest in the 2.55 a73 player, you will see that the spawn puffs work just fine
  8. Now go ahead and reset the weapon sprites (Quest > Default > Weapon Sprites)
  9. Check weapon sprite 22 (MISC: Spawn). It is set to the same tile as before (tile ID 27446). All seems good
  10. Save the quest now that you've set the w. sprites to defaults
  11. Open in the ZC player and you'll see that now spawn puffs render (for enemies at least)

Example file

You can find my examples here. spawn_test_1.qst is a new quest made in 2.50.2 where the spawn puffs work. spawn_test_2.qst is the same quest imported to 2.55 a73, but where I reset the weapon sprites to default and where the spawn puffs do not render

 

https://drive.google...iew?usp=sharing

 

 

 

 

I personally suspect that the spawn puff is set to a tile ID we would not expect, or is using a different weapon sprite for some reason.

I hope I provided enough information to iron this one out

 

 

Thanks in advance


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#2 Timelord

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Posted 14 July 2020 - 12:48 AM

Dear devs,

 

Summary

So I was working on a new quest, using a tileset that I made in 2.50.2. I've noticed a bug after resetting the weapon sprites. Afterwards enemies spawning with the puff animation (weapon sprite 22, MISC: Spawn) do not render the puff sprite. The flickering animation works however. I could only reproduce this with a quest made in 2.50.2, then saved as a 2.55 quest and then resetting the sprites to defaults.

 

Version info

2.55 alpha 73 (build 51 if that matters)

 

OS info

Windows 10

 

Details

So I was working on a new quest, using a tileset that I made in 2.50.2. I've noticed a bug after resetting the weapon sprites. Afterwards enemies spawning with the puff animation (weapon sprite 22, MISC: Spawn) do not render the puff sprite. The flickering animation works however. I could only reproduce this with a quest made in 2.50.2, then saved as a 2.55 quest and then resetting the sprites to defaults.

 

How to reproduce

  1. Create a new quest in 2.50.2
  2. Save this quest
  3. Optional: add a screen with enemies to that quest, open it in any ZC player compatible (I used the 2.55 a73 player) and verify that the spawn puffs work as intended
  4. Optional: reset the weapon sprites to default in 2.50.2. The spawn puff will still work.
  5. Open & save the quest in 2.55 a73
  6. Add a screen with some enemies on it to the quest
  7. Open the quest in the 2.55 a73 player, you will see that the spawn puffs work just fine
  8. Now go ahead and reset the weapon sprites (Quest > Default > Weapon Sprites)
  9. Check weapon sprite 22 (MISC: Spawn). It is set to the same tile as before (tile ID 27446). All seems good
  10. Save the quest now that you've set the w. sprites to defaults
  11. Open in the ZC player and you'll see that now spawn puffs render (for enemies at least)

Example file

You can find my examples here. spawn_test_1.qst is a new quest made in 2.50.2 where the spawn puffs work. spawn_test_2.qst is the same quest imported to 2.55 a73, but where I reset the weapon sprites to default and where the spawn puffs do not render

 

https://drive.google...iew?usp=sharing

 

 

 

 

I personally suspect that the spawn puff is set to a tile ID we would not expect, or is using a different weapon sprite for some reason.

I hope I provided enough information to iron this one out

 

 

Thanks in advance

 

What did you do to 'reset' the sprites? You marked reproduction step '4' as 'optional',but I do not think this will occur under any other circumstance, so, please describe exactly what feature you used to do that.



#3 Emily

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Posted 14 July 2020 - 02:59 AM

"8. Now go ahead and reset the weapon sprites (Quest > Default > Weapon Sprites)"

Quite literally said. Step 4 was to do this *in 2.50.2*, which is apparently optional; doing this in 2.55, then, causes the issue.


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#4 Twilight Knight

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Posted 14 July 2020 - 05:17 PM

"8. Now go ahead and reset the weapon sprites (Quest > Default > Weapon Sprites)"

Quite literally said. Step 4 was to do this *in 2.50.2*, which is apparently optional; doing this in 2.55, then, causes the issue.

Exactly the case

 

Marked step 4 as optional since it's only to verify whether it works as intended in 2.50.2



#5 Timelord

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Posted 18 July 2020 - 05:16 AM

Ah, fek. Defdata is deprecated, and those options need to be removed entirely.



#6 Twilight Knight

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Posted 19 July 2020 - 05:51 AM

Aha

How must I proceed now with my own quest? Seems like all other sprites (though I haven't tested all) are working correctly beside the spawn puff for me.

I'd be a whole lot of work to create a new quest from scratch to fix it. Is there another way that you know of?



#7 Emily

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Posted 19 July 2020 - 11:34 AM

The problem has been identified.

@Zoria

int t  = wpnsbuf[iwSpawn].tile;

It isn't pulling from '.newtile', so, this is an artifact leftover from the tile expansion. Fixed for next alpha.


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#8 Twilight Knight

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Posted 19 July 2020 - 03:32 PM

Awesome, thank you



#9 Twilight Knight

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Posted 03 August 2020 - 09:09 AM

I confirm this has been fixed in alpha 78.

Thanks guys!




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