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Beta 10 progress

59 replies · 11,021 views · Started 11 March 2006

ZC Beta 10 list

1. Fixed the bug where the buttons to choose green square warp points and flags in the ZQ panels was misaligned.
2. Finally fixed the bug where garbage combos would appear when reloading certain quests after reloading other quests.
3. Fixed the bug where the subscreen type wouldn't update itself if you died and continued in a different dmap type.
4. Fixed the bug where, when checking if the green square continue point was 0,0, it was using the screen you were warping from instead of the screen you are warping to.
5. Fixed the bug where the whistle warp edit dialog and the warp ring edit dialog would crash ZQuest.
6. Slow walk combos now affect Link again.
7. New quest rule: Scrolling Warps Don't Continue. Scrolling warps across different dmaps no longer set the continue point. WIll be turned on for all quests below version 1.93b3 by default.
8. Fixed another bug that caused flags 16-31 as inherent flags to show up improperly.
9. Fixed the bug in ZQ where it would sometimes hand before the menu is drawn
10. Fixed the bug where bombable doors could be bombed open on cave dmaps.
11. Two new screen flags: Treat as Cave room, and Treat as dungeon room. Makes the current room behave as such, regardless of whether the dmap is a dungeon or not. So you could, for example, have a room with shutters inside a cave dmap, and a room with permanent secrets in a dungeon dmap.
12. Two new flags: Singular and Singular +16-31. An interesting flag. If it is in the same spot (remember, there can be two flags in one spot now because of inherent flags) as one of the trigger flags (strike, burn, bomb, etc.), then the trigger doesn't affect all secret flags on screen like the normal behavior, only the flag hit. SIngular(+16-31) does the same thing, except triggering it also affects flags 16-31. Thus, it's now possible to do things like having four seperate torches that can be lit in any order.
13. Fixed the bug that would prevent the sword and hammer from triggering their corresponding inherent trigger flags
14. Fixed the bug where you couldn't use the ladder over direct warps B-R, swim warps B-D, and dive warps B-D.
15. Fixed the bug that would prevent Link from starting the hookshot over a hookshot only combo
16. Fixed a bug that would cause enemies to spawn and walk on top of Direct warps B-R.
17. Fixed the bug where the game wouldn't recognize Swim Warps B-D and Dive warps B-D as water.
18. Fixed the bug in Z3-movement where if you had the ladder and flippers in a dungeon dmap or 'use ladder' room, the ladder would appear before you get to enter the water.
19. Octorok 3's no longer show up in the enemy selection list (until they are finished).
20. Boulders now use the correct tiles.
21. Fire enemies now animate at the correct speed.
22. Fixed the bug with Ganon initially being drawn with tile 0, 1, 20, and 21.
23. Ganon can now use the new enemy tiles (not complete use, though).
24. Hit detection on Dodongos is now fixed.
25. Dodongos no longer fly left when killed.
26. Level-specific keys: Keys can now be kept track of on a level-by-level basis (keep in mind, not a dmap by dmap basis). The normal key item operates exactly like it has operated. A new item, "Level-specific key" increases the key amount of the current level number you're in. Key doors will by default look for a key gained in that level. If it finds noen, it'll then look for a normal key to use. Useful for keys that you only want to work in a specific dungeon.

Can we look forward to level-specific doors as well as keys? Also, how will the Magic Key affect this?

jman2050 wrote:
2. Finally fixed the bug where garbage combos would appear when reloading certain quests after reloading other quests.

jman2050 wrote:12. Two new flags: Singular and Singular +16-31. An interesting flag. If it is in the same spot (remember, there can be two flags in one spot now because of inherent flags) as one of the trigger flags (strike, burn, bomb, etc.), then the trigger doesn't affect all secret flags on screen like the normal behavior, only the flag hit. SIngular(+16-31) does the same thing, except triggering it also affects flags 16-31. Thus, it's now possible to do things like having four seperate torches that can be lit in any order.

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THIS IS GREAT! :bouncy:

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level-specific doors are defaulted. As it states, a key door (or lock block for that matter) looks for a level-specific key first. If it doesn't find one, it then looks for a normal key. If it doesn't find one, the door doesn't open. Want level-specific doors? don't give out normal keys!

franpa wrote:awesome and the boss key can be used as a level-specific magic key.

No it can't. At least not currently. Unless I missed something, the Boss Key only works on Boss Key doors, not normal locked doors.

But with this, you can now have disposable magic keys. See, since regular keys open all doors, they can be used anywhere, just only once.

The magic key itself may become unused, or just put it at the end of the game where it belongs anyway.

Just a question though: Are level specific keys going to have a seperate counter, or will it just be added to the key pool? Maybe a quest rule could trigger the special key type, or a rule to disable normal or special key status on the top screen.

jman2050 wrote:ZC Beta 10 list

7. New quest rule: Scrolling Warps Don't Continue. Scrolling warps across different dmaps no longer set the continue point. WIll be turned on for all quests below version 1.93b3 by default.

Whee! I'm delighted by this rule!
And not forgetting the level specific keys and the new flags... hot damn, I can't believe how much ZC has improved during these few months. It's amazing. I'm at a loss of words really.

Right now, the counters display both keys added up together. It's the easiest implementation. Maybe an option can be made to show them seperately in the future...

in zquest in 2.11b9b what happend to the blue square for uh the return thingy... next to the green square... push page down to get to where im talking... im unsure if this is to do with something moving or not... im in windows xp home.

im aware this is the wrong place for such a post.

all the return points have been moved to their own panel. Press pg down a few more times to get to it.

franpa wrote:ah ok thanks... is the one labeled "a" the one i should use if not using multiwarps?

yes

All I can say at the moment is: Holy CRAP you guys are kickin' the crap outa this thing right now. And: When do think you'd expect a release of the next beta? :clap: :shrug: Again, excelentio!

I posted this REALLY good idea that I thought Jman2050 check out in the ZC Suggestion forums. Really awsome idea I think some people should check out... does he ever check there often?😕

he does... if you havnt noticed hes been adding some features from there. just because he doesnt reply much doesnt me he doesnt take a look at suggestions.

jman2050 wrote:Right now, the counters display both keys added up together. It's the easiest implementation. Maybe an option can be made to show them seperately in the future...

I say keep it that way. I doubt people will mix the 2 types very much, so I don't think there's much need for an additional key counter.
How about a quest rule to hide the key counter on level 0? This would mimic LttP's behavior where you don't see the key counter when you're not in a level, since there aren't any keys to get out there.

Suggestions:

1) A quest rule like recommened above to hide the key counter on overworlds or level 0.

2) A screen flag that makes it so that when you warp from that room, the small & large subscreen maps do not change (and so Link's square doesn't move) This could be good to fake certain events where the coordinates aren't exactly aligned and you dont want it to make it ovious that you warped.

3) A screen flag that makes step combos non-sensative (so you must be completely on them for them to change)

4) A quest rule or screen flag that allows you to use certain weapons while on the raft (even though you move automatically on the raft) Weapons you can use: boomerang, hookshot, wand, and arrows. This allows you to hit a trigger from a distance while on the raft as you pass it, perhaps changing the course of the raft or making some other secret.

5) A flag that makes you warp when you hit it while on the raft (like being sucked into a vortex or something) Or this could be a combo or screen flag that allows warps to be triggered when you are on the raft & hit a warp combo.

6) Shop names: Simply a text box in the 'misc->shop type" menu after clicking on a shop number. For example, in shop '0', you could name it "Arrow Ammunition" so that you know that that's what's in the shop.

7) A way to string together timed warp tics for multiple screens so that when you are on the same dmap for at least x number of tics, even after moving among different screens, you will warp if the timed warp tics are set for that screen. Perhaps a screen flag called "Timed Warp Tics Don't Reset Off Screen" (kind of a mouth full though) or Perhaps "Never Reset Tics".

8) When you press the 'F' key to show flags, it should first show all inherent flags only..press it again to show inherent plags but also any 'standard' flags, even those that are placed over inherent flags. Additionally, it should show the flag over the combo in the combo page (should also work when you go to quest->graphics->combos)

when in dungeon, key counter changes colour, changes to represent that dungeon specific key has priority when in dungeon, when out of dungeon specific keys it changes back to normal colour.

5) A flag that makes you warp when you hit it while on the raft (like being sucked into a vortex or something) Or this could be a combo or screen flag that allows warps to be triggered when you are on the raft & hit a warp combo.

Did it stop working?
I've set warps in-line a lot of times and had link warp over water falls and such while he was riding the raft.
Always worked perfectly for me.

idontknow wrote:Suggestions:
8) When you press the 'F' key to show flags, it should first show all inherent flags only..press it again to show inherent plags but also any 'standard' flags, even those that are placed over inherent flags. Additionally, it should show the flag over the combo in the combo page (should also work when you go to quest->graphics->combos)

I made screenshots of this in the Beta 9 Suggestion thread if you need a visual idea of this, jman. 😛 Also, I just had another thought. What if combos that had inherent flags on them showed the inherent flag number/color over the bottom half of the tile on the screen, so that if we had a regular flag on the same space, we could see BOTH types of flags instead of just the flag placed on the screen?

Anywho, Beta 10 sounds awesome, as usual, jman. Level-specific keys is something I was hoping for in the next beta! ^_^

I'd like to see a cset indicator added on the layer page, right now it's on the same page that shows the quest name, and you have to keep scrolling back and forth between that and layers to see what cset you are working in as you paint screens.