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ZC 2.50 RC3


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#586 Saffith

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Posted 15 August 2012 - 07:44 PM

Great, that's also working now. Probably not quite the same way it originally did, but there don't seem to be any impassable areas anymore.

QUOTE(Guardian @ Aug 15 2012, 08:40 PM) View Post
I also noticed that you need to "push" against the water in some cases to go into it. Sometimes you can just go straight into it. I can't be the only one.

Yeah, it's not entirely consistent. I may try and do something about that, as long as I'm looking at this stuff. That's some of the most incomprehensible code in the whole program, though, so I'm not expecting to succeed. icon_razz.gif

#587 Dr. Mutagen

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Posted 15 August 2012 - 10:34 PM

QUOTE(Saffith @ Aug 15 2012, 08:28 PM) View Post

He did walk into the wall of the Triforce enclosure at the end of the level, but it's just too close to the edge of the screen. I think maybe Exate just didn't take the distance into account.


Oh yeah. That has always been there. The bug I was referring to happens in a somewhat similar situation in the underground segment just before Level 3. Link would walk into a barrier, and normally, simply turning back will get you out of there instantly, but in RC3, he'll be stuck there for at least a couple seconds due to the fact that he walked a tad bit too far into it. If you didn't notice it, then I guess that bug was dealt with a while ago.


#588 Saffith

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Posted 15 August 2012 - 11:30 PM

No, I just didn't go through there. icon_razz.gif I'll get that fixed.

#589 LinktheMaster

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Posted 16 August 2012 - 07:55 PM

This may be difficult to do, and if it is, don't worry about it. But something that would be really nice would be a "Copy Screen Palette" function in ZQuest. That way we could easy transfer screen palettes to another screen rather than having to go through that big dropdown list. A "Paste Screen Palette to All" option may be nice too.

Screen palettes have been a nuisance for as long as I can remember, but I have to set them to the right palette or else it bugs me. icon_blah.gif

#590 ShadowTiger

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Posted 16 August 2012 - 08:10 PM

Those are very useful for differentiating on the minimap in Zquest between screens you can play on and screens that are used for layers or other utility screens. That's all well and good when you're just going to each screen and pressing 4 or whatever, but if you have an actual palette you'd like to try that's well past 20 or so palettes deep into the pulldown, another option could be to reassign those numbers 1 through 0 to specific palettes, rather than make them default to the hard-coded first ten or twenty.

#591 Ricky of Kokiri

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Posted 18 August 2012 - 12:54 PM

I read through this thread once a month or so to see how progress is going, and I just wanted to say to the developers, and Saffith in particular, you are doing a great job. The amount of time you have spent ironing out the bugs that get brought up, trying to figure out the original coding, and even getting a new OS to facilitate development for that? And all on your own time and for free? Awesome work. icon_cool.gif


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