Jump to content

Photo

2.55.14

release

  • Please log in to reply
No replies to this topic

#1 connor.clark

connor.clark

    Junior

  • ZC Developers

Posted 25 April 2026 - 05:33 PM

https://zquestclassi...leases/2.55.14/

To help reduce the number of bugs in official releases, here is an unofficial prerelease build to give people a chance to find and report any obvious new bugs. The official release will come in a few days.
 
The Windows and Mac prerelease of 2.55.14 can be downloaded here. Keep this separate from your main ZC install. Once the version has been officially released, replace this prerelease build with one from official channels (the updater, GitHub, or zquestclassic.com). This link will expire at that point.
 
Use this thread to discuss or ask questions about the new changes.
 
Changelog:
 
# Features
 
zc: Press B to backspace in name entry grid mode
 
zc: Improve grid name entry mode
  * Show on-screen controls for insert, backspace, confirm
  * Press 'Tab' to use keyboard to type name
 
zc: Gzip compress uploaded replays
zc: Update replay versions on save load
  Previously, save files associated with replay file were permanently
  pinned to their initial replay version. This prevented older saves from
  benefiting from subsequent engine bug fixes. The replay version now
  dynamically updates when a save file is continued, seamlessly bringing
  new fixes to ongoing playthroughs without breaking existing replays.
 
zq: Add 'Open Tile Page' to Combo Pages right-click menu
zq: Add 'Select' to combo page right-click menu
  On using "Select":
  
  - Your current Combo + CSet you are drawing with are changed to the
    right-clicked combo.
  - Your current Drawing Mode is changed to Normal.
  - The active Combo Column will scroll to the selected combo.
  - The combo page dialog closes itself (so you can go use the selected
    combo quickly). Useful to quickly start using a combo / section of
    combos via the pages interface.
 
zq: "DMap Levels" quest report, lists which DMaps are tied to each level
zq: Show screen state carryovers in 'What Links Here' tool
zq: Improve quest auto-backup and timed auto-saves
  * Enable auto-backup by default.
  * Save all backups and auto-saves to a `YourQuest.qst.backups/` folder.
  * Include timestamps and ZC version numbers in backup filenames for
    easier identification and recovery.
  * Implement read-only protection to prevent accidentally saving over
    files loaded from a backup folder.
 
zq: Typable searchbar in some old lister dialogs (ex. level palettes)
 
# Bug Fixes
 
Prevent crash from listers using too much memory
Prevent crash when loading music with non-ASCII filenames
[mac] prevent crash from deeply nested dialogs
Prevent rare crash by checking if time mutex exists
Compat issues with quests before 2.53 related to owning mcguffin items
 
zc: Check water correctly when scrolling down
  When scrolling down while swimming, the player could sometimes
  incorrectly use a walking animation rather than swimming.
  
  This regressed in 2.55.12.
 
zc: Minor index logic error related to subscreens
zc: 'Show Hitbox' cheat hitboxes being slightly misaligned
zc: Show cheat hitboxes for invisible enemies
zc: Prevent crash when combos trigger
  Regressed in 2.55.13.
 
zc: Melee weapon hitboxes lingering forever based on 'Live One Extra Frame' rule
zc: Graphical errors in older quests
  Many older quests were incorrectly drawing the player, held items, or
  some enemies and weapons over the subscreen.
  
  Regressed in 2.55 alpha 120 (93f25b690).
 
zc: 'slashable' combos (tall grass, etc) wrongly 'cutting' via triggers tab
  Due to some old half-finished code, slashables were responding to all weapons set in their
  combo triggers tab, even with `->ComboType Effects` not checked. This behavior has been
  fixed, now requiring `->ComboType Effects` to trigger.
  
  Old quests loaded will automatically update any affected combos to behave as they did previously.
 
zc: Hero sometimes drowning when drown QR is off
zc: Newer Hero Movement buggy collision re: damage combos along the top of the screen
  Hitting the corner of any solid horizontally was wrongly checking the TOP of the screen for damage combos.
 
zc: 0-damage brang/hshot items not obeying script-changed damage values
  If a script changed the damage of the weapon but not the item, enemies
  who don't have "Damaged by Power 0 Weapons" checked would take the
  ITEM's damage amount rather than the WEAPON's. This also affected
  generic scripts changing the damage in an enemy hit event.
 
zc: Spinning Tiles not becoming the next combo
  No idea when this initially "broke", or if it *ever worked at all*,
  but the help text says it is supposed to, so fixed it with a compat rule.
 
zc: Statue shooters / spintiles / etc not working properly with triggers
  triggers changing combos wasn't calling `screen_combo_modify_preroutine()`/`postroutine()`
 
zc: Sprite light radius ignoring hit offsets
zc: Prevent soft-lock in whirlwind over water
  This regressed in 2.55.13 (b27da2ea2).
 
zq: Prevent long label from visually breaking combo editor
zq: Delete invalid command history
  When reducing the map count, the command undo/redo history were
  retaining entries for old maps. If attempting to undo/redo a command
  from a deleted map, the editor would crash.
  
  Now, those entries are deleted when the map count reduces.
 
zq: Prevent screen palette truncating to byte (0xFF)
zq: Rename `Undercombo` -> `Undercombo` in many places for consistency
zq: Don't show compat QR confirmation when creating new quest
  When creating a new quest from an older tileset, don't show a confusing
  confirmation dialog about disabling compat QRs. It won't hurt a new
  quest to disable these QRs, and this dialog is likely to confuse new
  users.
 
zq: Show correct combos from adjacent screens
  When the screen editor displays combos from adjacent screens, it was
  randomly showing the wrong combos.
  
  Regressed in 2.55 alpha 109 (be515839b).
 
std_zh: Set `MAX_DEFENSE` to correct value
  It should be 41, but it was 42.
 
zscript: Broken bitmap draws
  Some bitmap drawing methods were broken, such as masked draws used in a
  boss fight in Nayru's Odyssey. For that quest, it caused the boss to
  always be invisible.
  
  This regressed in 2.55.10.
  
 
zscript: `npcdata->InitD[]` / `WeaponInitD[]` being *10000
zscript: Class destructors ending prematurely
  When a destructor calls a user function, the script engine incorrectly
  ended the destructor after that function call, skipping anything that
  came after.
 
zscript: Skip JIT compiler for larger scripts
  If the experimental JIT feature is on, now really large scripts are
  not compiled. It takes too long to compile large scripts in 2.55 so now
  we don't bother.
 
zscript: Some included headers using bad DrawCombo frame parameter
  this fixes combo draws not animating properly in ghost, tango, and EmilyMisc.zh
 
zscript: Add newlines missing in some error messages
zscript: Change `Region->OriginScreenIndex` to `int` instead of `long`
zscript: Add getters for `ffc::LastChangerX` and `ffc::LastChangerY`
  These were never implemented.
 
 
# Refactors
 
 
[mac] unify F-keys for reset/quit
  Previously on Mac, reset/quit were mapped to different keys than on
  other platforms because historically F9/10 were reserved by the OS.
  However, that is no longer the case on modern Macs.
  
  These function keys on Mac now match other platforms:
  
  * Reset is now F9 (was F7)
  * Quit is now F10 (was F8)
  * Screensaver and Palette Toggle have been moved back to F7 and F8,
    respectively
 
Speed up subscreen draws by simplifying string operations
zc: Turn off replay_debug by default
  This makes replay files significantly smaller by disabling debug mode,
  which stores a hash for every graphics frame in the replay file. This is
  no longer needed for replays recorded by players so it's time to disable
  it.
 
zq: Format map, screen locations more consistently
  * Format map + screen pairs using a common format: decimal for map, hex
    with a `0x` prefix for screen, and spaces for legibility. Example:
    `19 : 0x5A`.
  * Fix an issue in quest report tools that incorrectly used hex to format
    the map component.
 
zscript: Increase ZASM hang threshold
  Every set number of ZASM instructions, the scripting engine checks if
  the player hit F9 or F10 to allow them to quit during an infinite loop.
  The default was to check every 1000 instructions, but that is way too
  frequent. Now, the engine checks every 100k instructions. This reduces
  the amount of unnecessary overhead related to checking for key events.
 
zupdater: Disable on Mac, Linux
 




Also tagged with one or more of these keywords: release

1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users