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Zelda Classic 2.55.0, Alpha 85

Alpha Æternal AEternal 2.55 Windows

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#1 Timelord

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Posted 14 November 2020 - 06:02 PM

Zelda Classic AEternal, v2.55, Alpha 85 (Win32, 106MB)

2020 Expo Build

Changelog for 2.55 on GitHub.

Expo 2018 Module | Demo Module | PhantomMenace Module

Overview

Major Features and Fixes

  • Updated Allegro to v4.4.4
     
  • Fixed the bug where Link's spin attack animation is mused when he falls into pits if he is holding a charged sword.
     
  • Allow passageway and item cellars to use true enemy list.
  • Added a script quest instruction setting to cause Link's respawn points to match script-written EntryX and EntryY for Screen->Entry*

 

Alpha 85

  • Added a script quest instruction setting to cause Link's respawn points to match script-written EntryX and EntryY for Screen->Entry*.
  • Fixed the bug where Link's spin attack animation is mused when he falls into pits if he is holding a charged sword. 
  • <std 1.7109> : Fix error message on invalid CanWalk dirs.
  • Fixed the Keyboard Cheat Modifier Dialogue.
  • Updated Allegro to v4.4.4 (Lib file date 28-Sept-2020).
  • Added a special colour (teal) to water combos when drowning is off when viewing combo solidity.
  • Updated Classic.zh to v2.14, adding the itemdata script CollectHeartContainer. This allows showing a unique message per 1/4 of the heart container collected
  • Added, Classic.txt to ./docs.
  • Writing ComboD[] or SetLayerComboD for the current screen was not launching the combodata script for the replacement combo. In theory, this should fix it.
  • Linux console should now open with correct timing.
  • Added two safety guards for free() calls.
  • The Linux console will only try to run if zscript_debugger!=0.
  • Fixed Linux console using Debian 10
  • Writing npc->CSet by Script on Leever enemies, also writes ->dcset: This now properly affects the submerged CSet.
  • Link can no longer change his direction while stunned.

Alpha 84

  • Add forced NULL terminator to pointers passed to TraceS() and printf() to prevent crashes in the event that the user passes an ZScript client array w/o a NULL terminator. 
  • Added 'Snap to Grid' to FFC Right Click contextual menu.
     
  • Raised max deaths count from 999 to 65535.
  • Added npc->OriginalHP, **except** to globalsymbols.
    • This is unimplemented, waiting on other parser stuff to settle down.
  • See the file changelog.txt, for more changes, bugfixes, and improvements.

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#2 Old-Skool

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Posted 14 November 2020 - 07:19 PM

Well, holy shit

I logged on just now thinking to myself "I need to download a new version", and here no less than an hour ago, here is this 



#3 ShadowTiger

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Posted 14 November 2020 - 07:25 PM

  • Added 'Snap to Grid' to FFC Right Click contextual menu.
Whoah, nice. Thank you for this. This is something I've been hoping for for a long, long time. 

  • Raised max deaths count from 999 to 65535.

Spoiler

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#4 Timelord

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Posted 15 November 2020 - 09:38 AM

Whoah, nice. Thank you for this. This is something I've been hoping for for a long, long time. 

Spoiler

 

A playtester of Gleeok's 6th reached > 999 deaths: That was a genuine feature request.


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#5 SofaKing

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Posted 24 November 2020 - 10:16 PM

I can think of a few quests where 999 deaths is very possible if not probable.  I think my highest number in a quest I actually finished without cheating is somewhere in the low 300s, that was AQF.  I've been over 100 in lots of games, especially when I first started playing ZC quests about 14 years ago.



#6 Timelord

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Posted 25 November 2020 - 01:13 AM

I can think of a few quests where 999 deaths is very possible if not probable.  I think my highest number in a quest I actually finished without cheating is somewhere in the low 300s, that was AQF.  I've been over 100 in lots of games, especially when I first started playing ZC quests about 14 years ago.

 

I have never needed that many deaths, but one user did, so I fixed it. That change is also in 2.53.1 beta 55. 


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#7 zcfan27330

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Posted 27 November 2020 - 02:18 PM

I have never needed that many deaths, but one user did, so I fixed it. That change is also in 2.53.1 beta 55. 

 

I'm honored to be a part of a new feature. Yes it was me that requested that on the https://www.armageddongames.com/forum

 

that Gleeok 6th quest was a killer. I almost needed it on the old James 2nd quest. 


Edited by zcfan27330, 27 November 2020 - 02:20 PM.

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#8 patrickab7

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Posted 05 December 2020 - 09:59 PM

The dialogue seems to cut off if it goes beyond two lines of text.



#9 Emily

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Posted 06 December 2020 - 11:55 AM

The dialogue seems to cut off if it goes beyond two lines of text.

It cuts off wherever the 'height' of the textbox is set to cut off in the string editor. Make sure that it is set correctly.



#10 Timelord

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Posted 07 December 2020 - 10:33 AM

The dialogue seems to cut off if it goes beyond two lines of text.

 

What specific dialogue? Screenshot, please. 



#11 Demonlink

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Posted 02 March 2021 - 01:40 PM

I see that pits have been finally included as a part of the engine itself. Are there plans for a lava combo as well? Or could the pitfall combo be altered to behave as a lava combo? (Given that it uses Link's falling animation, the difference would be that Link would drown in this combo instead of falling in it). Or is a script still needed for this particular feature?



#12 Twilight Knight

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Posted 03 March 2021 - 04:47 AM

You can only have one falling animation for Link, so I don't think that would work. Unless you'd use a dummy item with a Link Tile Modifier in that area?

 

Another trick would be using walkable water and disabling the flippers in that area, I suppose.

 

 

Otherwise it's best to use a script for it

Please correct me if I'm wrong


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#13 Emily

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Posted 07 March 2021 - 11:49 AM

^ Lava is planned, as part of Water. Actually, "Water" will be changed to "Liquid", and have several options; allowing hot spring water that heals you while you sit in it, or toxic water that hurts you as you swim through it. It would also allow an item to be set to prevent being hurt by toxic water. Finally, there will be a checkbox for "Is Lava", which will cause it to use a different drowning animation, and flippers will have a flag "Can Swim In Lava", which will need to be checked for swimming in lava combos. Also, there will be a field to allow higher-level flippers to be required in order to swim in a given type of liquid.

 

...this is all planned out in detail, I just need to get the time to implement it.


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