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jman2050
08-23-2006, 10:45 PM
12d is implending, and it will be almost completely a bug fix release. It won't contain many of the new features in beta 13, but is meant to address the concerns of 12c users.

So please, link to ANY bugs that you thinkNEED to be addressed before 12d comes out, possibly tonight. here's the current list

Bugs fixed in 12d:

1. Fixed the bug where room stae carryover map numbers needed to be one higher than they're supposed to be.
2. Made it so that blocks can be pushed into solid block holes
3. Fixed the bug whre the active and passive subscreen wouldn't be initialized correctly. Also added a function in the menu to change a subscreen from Active to Passive and vice versa.
4. MULT and DIV now work properly.
5. Potions, fairies, and the triforce now refill magic properly
6. Clocks will not drop if the No Clocks rule is set.
7. Freeform combos now display correctly in ZQuest.
8. Fireballs no longer miss Link.
9. The large map and the minimap now have their properties fully editable. For the large map, 'shoaw map' determines if you see the map graphics, 'Show Link' determines whether the Link indicator is seen or not, and 'show rooms' determines if the rooms are overlayed on top of the map. For the minimap, 'Show Link' and 'Show compass' determines if the indictors are seen, and 'show map' determines if the map graphics are seen.
10. Fixed the bug where all dmaps in older quests would display the Triforce active subscreen and the magic passive subscreen.
11. Fixed the bug where specifying a Width and height for 'selected item name' and 'textbox' subscreen properties too low would cause ZQuest to hang.

Thanks for your help.

Freedom
08-23-2006, 11:29 PM
Ladder won't cross water ;)

jman2050
08-23-2006, 11:44 PM
And as I said at PureZC, you have a quest that exhibits this behavior? Cause it worked fine for me in beta 12c in every quest I played. You sure 'Use Ladder' is on?

Solair Wright
08-23-2006, 11:49 PM
Is it possible to make the arrow counter save when you have an arrow quiver? For example, if you get a small arrow quiver, then save, then get an arrow pickup, your # of arrows can be saved. This isn't the case in b12, 12b and 12c and earlier versions. If you pick an arrow up from a defeated enemy, it goes back to zero instead of giving you the correct amount.

The Vire bug needs to be fixed. If you attack a Vire in 12c, they won't split at all with any sword weaker than the Magic Sword. They obviously die if you use the Magic Sword or later.

jman2050
08-23-2006, 11:56 PM
doh, forgot about the vire bug

Love For Fire
08-24-2006, 12:22 AM
How about the not being able to use negative signs for X/Y direction/acceleration (FFCs) to make FFCs move to the left (or down)

Freedom
08-24-2006, 12:34 AM
And as I said at PureZC, you have a quest that exhibits this behavior? Cause it worked fine for me in beta 12c in every quest I played. You sure 'Use Ladder' is on?


I didn't realize having the fins was cutting the ladder off, sorry my fault.

_L_
08-24-2006, 12:36 AM
* SETA1 bug. (http://www.armageddongames.net/showthread.php?t=93050) I've explored it further and can now conclude that the problem is that a1 is somehow permanently set to 1. Here's the example quest where it's present: http://www.greyfire.org/~l/Miniboss.zip The unicorn should exhale three fireballs. But it only exhales the fireball that's first in the FFC list! (Its code is "Aquamentus.txt" and the fireballs run "AquamentusFlame.txt")
* Boomerang 2 inherent flag doesn't work for FFCs. Again, run the above example quest, and move two rooms up. The incomplete custom Manhandla's heads have inherent Boomerang 2 flags, but I can't hit them!. This bug vanishes if you change them to Boomerang 1 flags.

jman2050
08-24-2006, 01:35 AM
for the second point, I would think it acts that way because the heads' combo width and height are set to 1 and 1 respectively instead of 16x16 like I think you intended :P

jman2050
08-24-2006, 01:51 AM
The arrows won't be fixed this beta, as I'm unsure of the bug myself. However here is what I consider to be the final fix list

Bugs fixed in 12d:

1. Fixed the bug where room stae carryover map numbers needed to be one higher than they're supposed to be.
2. Made it so that blocks can be pushed into solid block holes
3. Fixed the bug whre the active and passive subscreen wouldn't be initialized correctly. Also added a function in the menu to change a subscreen from Active to Passive and vice versa.
4. MULT and DIV now work properly.
5. Potions, fairies, and the triforce now refill magic properly
6. Clocks will not drop if the No Clocks rule is set.
7. Freeform combos now display correctly in ZQuest.
8. Fireballs no longer miss Link.
9. The large map and the minimap now have their properties fully editable. For the large map, 'shoaw map' determines if you see the map graphics, 'Show Link' determines whether the Link indicator is seen or not, and 'show rooms' determines if the rooms are overlayed on top of the map. For the minimap, 'Show Link' and 'Show compass' determines if the indictors are seen, and 'show map' determines if the map graphics are seen.
10. Fixed the bug where all dmaps in older quests would display the Triforce active subscreen and the magic passive subscreen.
11. Fixed the bug where specifying a Width and height for 'selected item name' and 'textbox' subscreen properties too low would cause ZQuest to hang.
12. Fixed the bug where passageways would always use the 'A' warp even when specified otherwise
13. Fixed the bug where vires wouldn't split.
14. Fixed the bug where the cancel and ok buttons in the FFC dialog wouldn't work sometimes.
15. Fixed the bug where using a negative decimal number in the FFC dialog would cause incorrect results.
16. Fixed the bug where FFC damage combos would sometimes not work.
17. Fixed the bug where SETA and LOAD would not work correctly.
18. Parse instruction errors should show the proper line number now instead of starting from 0.

As long as it has nothing to do with the grabber, tell me if something else is missing.

_L_
08-24-2006, 02:01 AM
* FFC Positions are munged by saving (http://www.armageddongames.net/showthread.php?t=92919) (see my second-last post)

And, for the guy doing the Mac implementation:
* Selecting Paste in Tiles Editor crashes OS X ZQuest (http://www.armageddongames.net/showthread.php?t=92632).
* '-' key does the same thing as the '+' key (http://www.armageddongames.net/showthread.php?t=92866).

Solair Wright
08-24-2006, 08:24 AM
I have some bugs to report from AGN threads:

* Second Candle flame is ignored if you have the "Dark Room stays lit with fire" rule (http://armageddongames.net/showthread.php?t=93035)

* Ripping from images only work if you specify what to take screenshots as. For example, ripping an image with .BMP won't be displayed properly if you take screenshots with .PNG (http://armageddongames.net/showthread.php?t=93080)

* Get a bow, quiver, and arrow in a quest. After that is done, save and pick up an arrow. Now, pick up arrow ammunition, and the arrow goes from 30 to zero. (http://armageddongames.net/showthread.php?t=92937)