PDA

View Full Version : Alpha?



0C70R0K
09-15-2007, 01:30 AM
Where can I get an alpha version of Z-Quest that includes an item edit menu?
:toast: :toast:

Russ
09-15-2007, 02:41 AM
You can get them Here. (http://www.shardstorm.com) Be warned that they can be verry buggy, although they can be quite stable.

0C70R0K
09-16-2007, 12:45 PM
:DThank you but...:uhoh:is there a way to make the .qsts work with ZC2.10?

erm2003
09-16-2007, 12:47 PM
Because of all the new features, anything made in one of the latest alpha builds probably won't be backwards compatible to 2.10. However, older quests have been worked on and should be compatible when 2.5 is finished.

0C70R0K
09-16-2007, 01:19 PM
Aw man... I wanted to be able to put a dagger in my 2.10 .qst... The caves are kinda buggy in the alpha version... Does anyone know what the dungeon carving does?

Joe123
09-16-2007, 02:23 PM
you could have a dagger in 2.10.
Just change the graphics for the wooden sword to those of a dagger. It's not very hard.

0C70R0K
09-16-2007, 06:13 PM
I meant you go get the DAGGER then you get the Wooden sword. Also how do you use the Dungeon Carve draw type?

Joe123
09-17-2007, 02:50 AM
Make the wooden sword the dagger, the white sword the wooden sword, the magic sword the white sword, the master sword the magic sword and up the difficulty because you've just given out a stupidly powerful item. It just means sacrificing a sword.

0C70R0K
09-23-2007, 06:23 PM
Ahem... Dungeon Carve! What does it do how do you use it...

Joe123
09-25-2007, 02:27 PM
http://www.armageddongames.net/showthread.php?t=87243

In a post by Shadowtiger at PureZC, you can get a guide to how it works here, however the thread doesn't seem to work, if anyone knows how to make it do so.

ShadowTiger
09-27-2007, 09:19 AM
http://www.armageddongames.net/forums/showthread.php?t=87243 - The Page Works (http://www.armageddongames.net/forums/showthread.php?t=87243). You just have to add /forums/ after the ...games.net part.

Joe123
09-28-2007, 02:52 AM
Thankyooooooou :)

Apparently the links in that thread are broken also?

EDIT:
http://www.armageddongames.net/darknation/isometric/isometric.htm
and
http://www.armageddongames.net/darknation/dungeon/dungeon.htm


Yes, the combos have to be in a specific order. All of the combos are water (or path or whatever you are 'carving' with) combos (except for the last one, which is a land combo, and it's type is set to 'none'. The first combo is completely water. The other 46 are water with the following land pieces on them:

Top Right Corner
Top Left Corner
Top Left Corner, Top Right Corner
Bottom Left Corner
Bottom Left Corner, Top Right Corner
Bottom Left Corner, Top Left Corner
Bottom Left Corner, Top Left Corner, Top Right Corner
Bottom Right Corner
Bottom Right Corner, Top Right Corner
Bottom Right Corner, Top Left Corner
Bottom Right Corner, Top Left Corner, Top Right Corner
Bottom Right Corner, Bottom Left Corner
Bottom Right Corner, Bottom Left Corner, Top Right Corner
Bottom Right Corner, Bottom Left Corner, Top Left Corner
Bottom Right Corner, Bottom Left Corner, Top Left Corner, Top Right Corner
Right Side
Right Side, Top Left Corner
Right Side, Bottom Right Corner
Right Side, Bottom Right Corner, Top Left Corner
Top Side
Top Side, Bottom Left Corner
Top Side, Bottom Right Corner
Top Side, Bottom Left Corner, Bottom Right Corner
Top Side, Right Side
Top Side, Right Side, Bottom Left Corner
Left Side
Left Side, Top Right Corner
Left Side, Bottom Right Corner
Left Side, Top Right Corner, Bottom Right Corner
Left Side, Right Side
Left Side, Top Side
Left Side, Top Side, Bottom Right Corner
Left Side, Top Side, Right Side
Bottom Side
Bottom Side, Top Right Corner
Bottom Side, Top Left Corner
Bottom Side, Top Left Corner, Top Right Corner
Bottom Side, Right Side
Bottom Side, Right Side, Top Left Corner
Bottom Side, Top Side
Bottom Side, Top Side, Right Side
Bottom Side, Left Side
Bottom Side, Left Side, Top Right Cormer
Bottom Side, Left Side, Right Side
Bottom Side, Left Side, Top Side
Bottom Side, Left Side, Top Side, Right Side

Basically, it's a binary progression. Starting with the top right corner and progressing counter clockwise, then going through the sides, starting with the right and going counter clockwise. So, there are 8 land pieces to go through. Why, then, aren't there 256 combos? Because a side piece uses up the corners that it touches. For instance, the combo with the left and right sides touching land are touching the top right, top left, bottom left, and bottom right corners, so that one combo is used for 16 different neighboring combo possibilities.

And yes, I was drawing with only one combo, the isometric mode just changed it on the fly as it was being placed on the screen. Also, yes, you could use this for paths, grass, pits, or anything where you have two things that need to smoothly border each other.

As for dungeon walls, if it's a 1-tile high wall, it might work, but the dungeon walls in Zelda are generally 2 tiles high. It may be possible to modify the code to accomodate 2-tier changes like that, but it would exponentially increase the amount of combos you would have to set up (might be worth it, though). In any event, I'll look into it.