The list of changes since beta 18 can be found at shardstorm.com.
Windows
Linux
Mac
Edit: There was a problem with the Windows build. If you got it before this edit, you should download it again.
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The list of changes since beta 18 can be found at shardstorm.com.
Windows
Linux
Mac
Edit: There was a problem with the Windows build. If you got it before this edit, you should download it again.
Appears to be running okay for me.. is there something I should know?
An issue with drawing commands that made the screen all black in some quests. I don't know why it would only affect Windows...
Saffith, I've found another bug. Link can't use the ladder on any ladder/hookshot or ladder only combos! This, by the way can potentially be a game-ending bug in some quests.
Click here for details.
"The most desired fix has been added: custom tiles for all fire weapons"
no, it was sideview gravity options for enemy behaviors and climbing
Uhm just so you know, you might want to mention this thread on the http://shardstorm.com/ website as I think more people would be dependent on that then the forum....
That may not be a bad idea. Just put THIS IS VERSION 2.5 RC1 in caps. Should be clear enough.
It may be RC1, but whenever a new 2.5 build or RC is released, there are sure to be new bugs for you guys to fix.:p
We have discovered at least 5 bugs in RC 1 including a slight mistake in the default template. And what about all the bugs that were posted prior to RC1 and still have have not been dealt with as yet?:shrug:There are still at least 14 bug reports to deal with.
(Say, where is _L_ anyway? We haven't heard from him since the end of March)
So I wasn't quite able to figure out what was wrong with the previous attempt at a Mac build, but let's give this another try:
http://l.j-factor.com/zeldaclassic/ZC-250rc1-OSX.tgz
Just a reminder that this is, for the moment, Intel only.
Thanks to the people who tried that one out. I think I've got a better handle on the situation. Try this now:
http://l.j-factor.com/zeldaclassic/ZC-250rc1-OSX.tgz
Wait. So.... ZC 2.5 is in its near-final stages? I might just have to do some heavy testing now...
EDIT: Heh, I think I already found a swimming bug. I'll post it later once I've fleshed it out.
So, once you clear all of these bugs which it seems like you are close, I will be playing my HoD through it to see if it plays through. Since this one kinda stopped when the ladder bug happened. But this is definitely getting closer to a stable release, I am excited. :D
On the subject of the broken ladder combos, the Solid pushblocks quest rule used to ignore solid combos that were ladder or ladder/hookshot based, and allow you to push a block onto them (thus allowing you to make a bridge over otherwise unwalkable pits or lava or what have you). Now, not only can those ladder combos not be crossed, but you can't push onto them either. It's possible this will find itself fixed when the ladder combo is, but if that isn't the case, I said it here first.
In addition, after screwing around with it for personal curiosity, one of the ZC Devs said they'd set Lanmola back to normal so it would not obey sideview gravity (which it doesn't really work well in, being extremely easy. Originally it appeared to crawl along walls instead.) This has not yet happened
If I understand correctly, script weapons no longer obey sideview gravity, but zscript.txt still claims they do (in the weapon section).
Also, in std.zh, we have this:
Value f will never be chosen.Quote:
float Choose(float a, float b, float c, float d, float e, float f) {
int r = Rand(5);
if (r==0) return a;
else if (r==1) return b;
else if (r==2) return c;
else if (r==3) return d;
else if (r==4) return e;
else return f;
}
Two more things. Zoras getting there life refilled when submerging was a bug in the original nes. There should be a quest rule to fix this. Second, I forgot what I was gonna say next. :P
EDIT: I remember now, enemy boomerangs DO NOT hurt link as they return. This was a bug in the original version and we should have a quest rule to fix this.
No, I'm not. Solid Pushblocks is supposed to ignore the unwalkability of an adjacent combo if it is a ladder or ladder/hookshot combo. It's been in Zero Quest DX well since I started working on it in betas. now it is gone
When is the next RC release going to come out? If you don't mind me asking.........