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Thread: All the Bug Fixes & New Features Since 1.92 Wow!!

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    All the Bug Fixes & New Features Since 1.92 Wow!!

    1.92 Alpha/Beta 183
    1. Fixed the bug (I hope) that causes temporary files to litter your hard drive sometimes after running ZC or ZQ.
    2. Walk flags now only show up for layers 0-2 in ZQuest.
    3. Now, if you set a layer to an invalid map in ZQuest, the layer map number reverts to 0 (disabling the layer) as opposed to crashing ZQuest as it used to do.
    4. Now, if you open a quest in ZQuest with fewer maps than the one currently in memory, you go to the last map in the quest.
    5. Fixed bat new enemy tiles.
    6. Fixed code for boss key blocks.
    7. Fixed the bug where the save select screen border wouldn't erase around the text that was placed on it after you loaded a custom quest.
    8. Fixed vsyncing back to what it was in beta 181 and below.
    9. AG.CFG is now created by Zelda, so no more errors about not being able to find it.
    10. Fixed the bug where completing the 3rd quest would generate an error.
    11. Fixed the bug in the tile selector where clicking on the down arrow wouldn't move past page 125.
    12. Fixed the bug in the tile selector where returning to the tile selector screen would switch the page to 125 if you left it on a higher page.
    13. Fixed the bug where debug keys were left on by default.
    14. Removed the "Combo Page" menu item from the Tools Menu.
    15. Fixed the bug where Link could be pulled outside of a Like-Like that had caught him, making it harder for Link to kill it, since he was still paralyzed.
    16. The secret combo page now shows the map flags for the combos if the flags option is on (from pressing the F key). This carries over between the map editor and the secret combo dialog (pressing F on either one turns flags on for both, basically).



    1.92 Alpha/Beta 185
    1. Link can no longer get knocked off of the ladder perpendicular to the direction he got on.
    2. Fixed the bug where you couldn't cancel out of an autolayer.
    3. The autolayer feature now has the option to overwrite layers that are already set.
    4. The layer editor now has 3 digits for the map numbers.
    5. All Gohmas are now considered to be bosses.
    6. Fixed the bug where Gohma 4 wouldn't fire sometimes.
    7. Flying enemies can now spawn on solid objects.
    8. Zoras can now spawn on water (used to have to have some walkable combos for them to start from).
    9. Fixed the bug where getting the fire boomerang while the magic boomerang is flying changed any new magic boomerang sparkles into fire boomerang sparkles.
    10. Fixed the bug where sliding a tile downwards in the tile editor couldn't be undone (the tile was saved at that point).
    11. Added a Starting DMap option on Init Page 8..
    12. Added a new quest rule: "Bomb Hold Fix". When this is enabled, bombs can be held up like other items, if the situation calls for it (screen flag, shop, etc.).
    13. Armos in the enemy list no longer leave behind an under combo when they appear..
    14. Fixed the bug where pressing the 'go' button in the sidewarp dialog caused some screen flags to become unset.
    15. Moving either the blue or green start indicators now counts as an edit (ZQuest will now ask if you want to save even if that was the only change you made).
    16. Stunning a blue wizzrobe now makes them solid (no more invisible stunned blue wizzrobes).
    17. Fixed Link's non-BS swimming tiles.
    18. Ladder-only combos changed to ladder/hookshot combos (to correctly name their current behavior).
    19. Added a hookshot only combo type.
    20. Ladder-only combos don't let you hookshot over them now.
    21. Alphabetized the item list in shops.
    22. The "rupee (1)" item listed in the shop dialog has been renamed to "(none)" to correctly represent its function.
    23. Autolayers can now be undone.
    24. The quest encryption has been reworked to lock out anyone who may have gotten their hands on the source.
    25. Fixed a bug where starting a quest, then quitting without saving and loading a different quest file into the same block would sometimes make Link start in a strange place.
    26. Fixed a bug with scrollbars in ZC (the buttons wouldn't work and the scroll thumb was positioned incorrectly).
    27. Added a rectangular selection option to the ZQuest tile selector screen (switch between rectangular and striped with the space bar).
    28. The DOS version now has OGG support as the Windows version did in Alpha 184.


    1.92 Alpha/Beta 186
    1. Fixed the layer editor/auto-layer function (I think).
    2. Added a revert command to the file menu. Basically, it's the same and re-opening the same file you are currently working on without saving. Asks for confirmation. Keeps you from having to locate the filename again.
    3. The new command now asks you if you want to save before it displays the quest template selector. Just thought it made more sense that way.
    4. Save (and revert, for that matter) is now disabled if the quest is already saved. *shrug*
    5. Added a new feature to ZQuest. Quest Keys. Basically, select the "use keyfile" option in the header dialog and when you save the quest, a .key file is created with the same name as the quest file. This file contains the password for the quest (along with some other information). The password is in plain text format in case you want to write a batch file one day to concatenate all of the key files to make a list of quest passwords you have on your computer. In any case, if the .key file is present, and has the correct password (which it always should unless you edit it manually or change the password for the quest elsewhere and bring it over to that computer), then the quest will open in ZQuest without asking you for a password. This way, you don't have to remember to password your quest before sending it out (if you chose that method) and you don't have to worry about remembering the password if you like to keep it passworded all the time. Remember, if the .key file is not present, or doesn't have the right password, ZQuest will ask you for the password. Thoughts?
    6. Fixed the bug where Zelda wouldn't let you pick quests that were between 1.92 build 105 and 1.92 build 184.
    7. Items now have a "Link Tile Mod" variable. If Link has this item currently, then that variable is added to the tile that Link is using. Quests from beta 185 and below have this value automatically set for the magic and mirror shields (since his tiles do change when he gets one of those). Also, if the quest is a BS-style quest, then tiles 24-26 are shifted down one (to occupy tile spaces 23-25) and tile 23 is moved to tile 26 to make the tile modification work properly.
    8. Quest rule: "Full Link Tile Mod". With this on, the "Link Tile Mod" variable will affect all of Link's tiles, instead of just the ones where he is walking (or standing and facing) down, left, or right. This may be changed into bits for the item to determine just what tiles it affects (walking, stabbing, slashing, pounding, and swimming for each of the 4 directions, diving, holding with 1 or 2 hands either in or out of water, and casting magic). This would allow much more control. Thoughts?
    9. Quest rule: "No Potion Combining". With this on, you can't pick up a potion if you already have one. So no more getting 2 blue potions to make 1 red one.
    10. Preliminary NPC's. 12 NPC's defined (listed as enemies). 6 walk and 6 stand still (and face Link, like eyeball combos). 3 of each use CSet 7 and the other 3 use CSet 8. Not sure how to easily (from a programmer's perspective) assign strings to them. Ideas?
    11. Added a mode change to the ROM/binary file tile grabber. If the tiles in the file are arranged in a slightly different way, this may help you grab them. For instance, setting it to mode 2, bp 4 allows you to grab tiles from the Game Boy Zelda games with ease.


    1.93 Alpha 1
    1. Fixed a bug that I don't remember anyone pointing out where Link no longer slides if he gets hit. This was from the fix to keep Link from sliding the wrong way off the ladder (still have to make a quest rule for that I think).
    2. Compile-time optimizations. For you programmers out there, I basically took out all #include "filename.cpp" and replaced them with #include "filename.h" which means I had to take each .cpp file and extract a header file for it, which is much more fun when you are working with inherited classes. Took me 29 revisions of the code to get it finished (2 days work, too). Now when I make a small change, I don't have to wait for 5 minutes for 5 or more unchanged files to recompile to get an object to link with.
    3. Screen drawing optimizations. Before, there were several sections of code for drawing the screen scattered throughout different files (anywhere from 7 to 40 lines long each). I've consolidated them all into one command. This will make the drawing more consistent and make sure I didn't forget to draw something at each spot, especially if I make a change to screen drawing at a later date.
    4. Linux port (which causes this version to be renamed to 1.93 Alpha 1).
    5. Semi-working Mac OS X port.
    6. Tile grabbing now has a reduce feature, which will try to match the colors of the imported image (if you are grabbing from a bitmap instead of from exported tiles) to the colors in the current CSet.
    7. ZQuest (the Windows version, anyway) now lets you switch between full-screen and windowed mode at will. You can either use Alt-Enter or select Fullscreen from the Etc menu.
    8. When loading or saving quests in ZQuest, you now get a progress list displayed. It shows you exactly what data is being loaded/saved and where it dies if there is an error. This will help in quest recovery if there is a problem later.
    9. Automatic data recovery. Because of the new format of the quests, if there is an error while reading the quest, many times, the program can scan from that point and find the beginning of the next section and continue from there. So, instead of losing your entire quest, you may just get some ectra junk thrown in to the section that had a bad value in it. This feature may possibly be expanded to cause it to rescan the entire quest looking for any data it hasn't already read (in case the bad section caused it to skip a section header and miss a vital section), so that very little, if any, data is lost.
    10. Translucency now works with palette cycling.
    11. Animation and palette cycling no longer pauses during most operations.
    12. FPS display in ZQuest doesn't flicker anymore.
    13. Link sprites don't flicker anymore in the Link sprite dialog.
    14. Animation speed is now more constant in ZQuest (same speed in DOS/Windows and doesn't speed up when you hold down the mouse button).
    15. Combo brush size option restored and fixed. Space bar changes how it looks (the same way as it does in the combo list screen).
    16. Fixed (I hope) the bug where using the combo brush would make your mouse disappear if you used the keyboard to go somewhere.
    17. Fixed the bug where Link would be fully visible when he was exiting a cave (instead of the stair-climbing effect).
    18. Right-clicking on a combo selector will now set the combo and cset to 0 (for fast deletion, instead of having to manually select combo 0 and changing the cset to 0).
    19. The tile editor now shows what pixel row and column the cursor is on and what color that pixel is (both the color number and the r, g, and b values).
    20. The tile editor now has a mouse that shows what color is assigned to each button. Cosmetic, really.
    21. The tile editor now has a new tool, the eyedropper (lens of truth). Clicking on a pixel in the tile while using this tool will set the color of the button used to be the color of the pixel clicked on. Holding down the Alt key provides quick, temporary access to this feature without having to manually select the tool, then selecting the previous tool after picking a new color.
    22. SPC files can now be used as alternate dmap music (like MOD, IT, S3M, and XM files are), although they are a little buggy at the moment (they don't pause properly when you go to a system menu, for instance).
    23. Now, in the Misc Colors dialog, you can click on one of the color edit boxes, then click on a color in the color table, and it will set that color automatically (no need to find the row and column yourself).
    24. The dungeon template dialog (Tools->Template) has 2 new features. Before, the floor tile would always be whatever your current combo and cset selections were. Now, if you hold down the shift key while opening the dialog, the floor tile will stay what it was the last time you opened the dialog (unless that is the first time you opened it, in which case it will use the current combo and cset). The second feature is that now, you can click on the floor tile and pick another combo and cset, without having to change your current selections outside of the dialog.
    25. Speed increase in the game engine. Now, slower machines should not choke on intense screens like they used to.
    26. Rotated tiles. Now, combos (gotta check to make sure this applies to any tiles used for any function of the game) can use tiles that are rotated, not just flipped.
    27. Redesigned the Init Game dialog to be more accurate (it doesn't include things that shouldn't be considered init data). The odd items that were there before are now in different locations.
    28. ZQuest GUI overhaul.
    29. ZC/ZQuest now remembers separate file paths for different platforms in case they have different drive letters (this could be a minor nuisance between DOS and Windows, but would cause major problems for Linux, for instance, as the path scheme is totally different there).


    1.93 Alpha 2
    1. Fixed the "bug" where picking up a DMap item would cause the game engine to constantly display alert boxes.
    2. Fixed (I think) the right-click menu in ZQuest.
    3. Fixed the MIDI player screen "Position" text location.
    4. Overwrite protection is now optional and off by default. This can be changed from the Etc->Options menu.
    5. The game engine has a beta Grayscale mode. This is found in the Misc menu. It is still buggy. It only works properly if you turn it on after you start playing a certain quest and turn it off before you return to the quest selection screen.
    6. The Windows version does not need the zcmusic.dll file anymore. This may change back at some point in the future.
    7. Added a beta GUI color modification code to ZQuest and the Zelda game engine. After you run either one and quit, edit the ag.cfg file. Look for the item called gui_colorset. There is one for each program (under the zquest header for zquest and under the zeldadx header for the zelda game engine). It defaults to 0 but can be any number between 0 and 3 inclusive. Any number outside this range is basically the same as a 0. I plan to add more and easier control of the colors in the future. The defaults are as follows:
    0-Windows 2000 style. Slight yellow interface and simple bevel on 3D objects.
    1-Windows 95/98 style. Gray interface and enhanced bevel on 3D objects.
    2-Windows "99". Slight yellow tint and enhanced bevel on 3D objects.
    3-Windows 2000 Classic Blue style. Windows 2000 style with a blue tint, reminiscent of the original ZQuest colors).


    1.93 Alpha 3
    1. Fixed the bug where Gleeok necks would still be visible even if the Gleeok itself were invisible for some reason (such as invis enemies room flag).
    2. Added a quest rule to allow flying enemies to start on unwalkable tiles. This option is turned on when loading an older quest for compatibility reasons.
    3. Fixed the bug where info rooms wouldn't work properly if they had less than 3 info messages.
    4. Fixed the alert dialog boxes centering code.
    5. Fixed the file selector dialog centering code.
    6. Fixed a bug with the Link death sequence display.
    7. Speed improvements to the Link animation code.
    8. Fixed the bug where the room timer would continue to run when the subscreen was open.
    9. Fixed the bug where you couldn't give letter to potion shop person in caves.
    10. Fixed the bug where the hammer could quick slash (which would cause graphical glitches with the smack sprite).
    11. Cave2 combos now have the proper entrance/exit screen display (like the cave combos do).
    12. Doubled the magic refill speed.
    13. Fixed the bug where the screen saver colors would be wrong sometimes.
    14. Removed grayscale mode (it didn't work right).
    15. Fixed the quest template loading bug.
    16. Fixed the bug where loading new quests would cause a bad token error to appear.
    17. Fixed the unencoded quest import/export bug.
    18. Fixed the bug where push blocks that had a cset2 on them would look different while they were moving.
    19. Fixed a bug with garbage being left on the subscreen by dmap items in some cases.
    20. Fixed a bug where garbage could be appended to the end of a quest path in the save game file.
    21. Fixed the bug where exiting the program while the "Game Type/Quest/Status" display was on the screen would corrupt the save game file as well as the ag.cfg file.
    22. Fixed the "Select Custom Quest" titlebar font.
    23. Added 2 more color schemes, Windows 2000 Gold (gui_colorset=687) and Easter Egg (gui_colorset=4104).
    24. Fixed (hopefully) the continue bug.
    25. Corrected an internal bug in the quest saving code relating to section sizes.
    26. Fixed the bug with keyfiles not working.
    27. Fixed the bug with the Revert command after loading another file (such as viewing a picture).
    28. Fixed the bug where palettes might not update until changing screens.
    29. Fixed a bug with the layer radio button drawing code (the button wouldn't show up except for layer 0).
    30. Fixed the bug where the cset2 properties in the combo editor wouldn't save changes.
    31. Added the snapshot shortcut key to the snapshot menu item.
    32. Fixed a problem with the text in the "Get Value" dialog.
    33. Fixed the bug where the overwrite protection option wouldn't save.
    34. Fixed the bug where exiting the view pic mode without loading a picture would cause ZQuest to black out.
    35. Fixed the bug where ripping csets from pictures would sometimes leave old colors around.
    36. Fixed the bug where having the mouse in certain areas of zquest screen would cause item animation speed to double.
    37. Update the sword/sword beam item names in the secret combo dialog for clarity.
    38. Fixed the problem with the message/title/intro editor text being invisible.
    39. Fixed the bug with the large map selector in the dmap editor wouldn't save changes (and may occasionally crash).
    40. Fixed the bug where the layer dialog opacity options wouldn't save.
    41. ZQuest now has scaling available in windowed mode. Put "-scale <size>" after the "-windowed" command line switch in the Windows/Linux version to enable it.
    My Zquest Tutorial
    tutorial document

    Working on a quest, I swear i'll finally finish one, one of these days!

    Status:
    --Overworld: 60% done
    --Dungeons: 0% done
    --Misc: 0% done

  2. #2
    Wizrobe
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    1.93 Alpha 4
    1. Fixed the bug where Link would, after entering a passageway, brielfy appear in the same screen position as the warp entrance while the screen is loading.
    2. Fixed the bug where Link would, when holding an item over his head in an item room (not an item cave) float above the floor by 2 pixels.
    3. Fixed the bug where some of Link's extra tiles (holding, swimming, diving, etc.) might show incorrectly if he had any equipment on that had a Link tile modifier variable set.
    4. Fixed the bug where the screen wouldn't close properly after getting the triforce.
    5. Fixed the bug were Like-Likes could grab Link out of the water if he was swimming 1/2 a tile below them. Doing so would also paralyze Link.
    6. Fixed the bug in ZQuest where, if the mouse was in the same place as some text in a newly opened dialog, moving the mouse would erase some of the text.
    7. Fixed the bug where Ctrl-Alt-End would force ZQuest (and ZC) to quit abruptly.
    8. Fixed the bug in ZQuest where exporting a file would cause a status message box to appear with "Error" as the title, but a successful result inside the box.
    9. Fixed the bug with Link's colors getting stuck if he was flashing (through injury or from getting a clock) if he went from one screen to another.
    10. Fixed the bug with garbage files littering the root of the drive that ZC is on.
    11. Fixed the bug where the file select dialog box in the grabber function would not be centered in ZQuest if ZQuest was running in a scaled mode.
    12. Fixed the bug in ZQuest where the arrow would be invisible in the palette grabbing function. This bug (once it happened) would cause one of the buttons in the tile editor to be blank.
    13. Fixed the bug with Link walking over cave up combos when entering them and being completely covered up when exiting them.
    14. Fixed the bug in ZQuest where two of the tabs in the door combo set editor were labelled wrong.
    15. Fixed a typo in the enemy list.
    16. Fixed the bug with gleeok necks being stuck on the left side of the screen.
    17. Fixed the bug where changing the map count in ZQuest would delete the last map.
    18. Fixed the bug in the tile editor where the bottom and right sides of the Edit, Ok and Cancel buttons weren't responsive to the mouse.
    19. Double-clicking a tile in the tile selection list will now either select it (if it's called from something like a sprite editor) or edit it (if it's called from the Graphics->Tiles menu).
    20. Double-clicking a combo in the combo selection list will now either select it (if it's called from something like the door combo editor) or edit it (if it's called from the Graphics->Combos menu).
    21. The mouse scroll wheel now works in the tile selector (by scrolling through pages).
    22. The mouse scroll wheel now works in the combo selector (by scrolling through pages).
    23. Fixed the bug where peahats were only changing direction if they hit the side of the screen or landed.
    24. Fixed the bug where the Right-Facing Aquamentus was vulnerable to attack on the tail instead of the head.
    25. Fixed the bug where either Aquamentus would, if the new enemy tiles quest rule was enabled, display 4 death sprites instead of 1 when dying.
    26. Fixed the bug where Aquamentus fireballs weren't starting from an Aquamentus's mouth.
    27. Fixed the bug where the Right-Facing Aquamentus was positioned 1 tile too far to the right.
    28. Fixed an inconsistency between ZC and Zelda 1 regarding how the screen opens when you start a quest or exit a dungeon (ZC's opening was too smooth, it's supposed to open 1 tile at a time).
    29. Fixed an inconsistency between ZC and Zelda 1 regarding Link and the subscreen when the screen opens at quest start or when exiting a dungeon (things aren't supposed to show up all at once in the subscreen and Link isn't supposed to be visible until the screen finishes opening).
    30. Fixed the bug with Dodongos (and BS Dodongos) sometimes vanishing if they are placed near right or bottom dungeon walls.
    31. Fixed the bug where segmented enemy segments were counted as enemies for the purpose of determining if armos statues would turn into armos enemies or if graves would release ghini 2's when touched.
    32. Added a quest rule "BS-Zelda Graves". With this enabled, releasing a Ghini 2 from a grave by touching it will cause the grave combo to advance by 1. This allows you to have a grave only release one Ghini 2 (if the next combo is not a grave combo) or you can set up a string of grave combos to determing how many Ghini 2's you want to occupy the grave. This is similar to how pound combos work.
    33. Fixed the bug an Armos would switch the combo under its starting position to the screen's undercombo even if the Armos was not created from an Armos statue combo.
    34. The mouse scroll wheel now changes flags when you are in flag placing mode.
    35. The Page Up/Page Down keys (change panel) and Less Than/Greater Than keys (change map) now work in flag placing mode.
    36. Combos now continue to animate in flag placing mode, along with the static in the minimap.
    37. The mouse combo scroll trigger positions have been fixed for large mode.
    38. The icon trigger positions for panel 2 (item, tile warp, warp return, start point, and flag) have been fixed for large mode.
    39. The mouse wheel now changes the current map when used over the minimap.
    40. The mouse wheel now changes panels when used on the panel area.
    41. Fixed the bug where Link would immediately attack at the end of a message if the player was holding down a button to scroll through the message quickly.
    42. Fixed the bug where having a blank item or price in a shop would cause the setup to be incorrect. Now, blank items can appear in any of the 3 shop item slots and the program will arrange the remaining items properly. Also, a price can be 0 for a free item.
    43. Fixed the problem with overhead layers in the sequence when you pick up the big triforce left by Ganon. Also made it frame-by-frame identical to NES Z1 (you probably wouldn't notice the difference anyway)
    44. Fixed the Ganon intro sequence. Moving of screen drawing code caused this sequence to be static. I've fixed that as well as made it frame-by-frame identical to NES Z1 (you probably wouldn't notice this one either)
    45. Fixed Ganon's death animation.
    46. The screen should now flash gray when a bomb explodes, as in the NES original, unless the "No Bomb Palette Flash" quest rule is checked (which is automatically checked on loading an older quest, for compatibility).
    47. Fixed the "invalid quest" error that would appear after the "win game" sequence.
    48. Fixed the "win game" sequence problem with layers, among other things.
    49. Fixed the bug where sparkles would stay on the screen (continue to animate and not vanish) when Link enters a cave.
    50. Fixed a bug with the quest loading where the "Fliers Can Appear On Walls" Quest rule wouldn't automatically check for older quests.
    51. Added a stationary fairy to be used as a non-enemy-dropped item. Acts just like the regular fairy but it doesn't move. It also has its own sprite.
    52. Messages and prices (but not their items) now appear over any layers, but under sprites. If a sprite is covered by a layer, it can also be covered by the messages, but not otherwise. So if part of the screen is layered, but not the part where messages appear, Link and others with still appear over the messages. This works on a per-pixel basis.
    53. Re-fixed the interpolated fading code in the Link dying/game over sequence.
    54. Fixed the bug where the "Kill All Enemies" item wouldn't work on Gleeoks and a Gleeok that had been "killed" by this item would eventually crash the game.
    55. Changed the "BS Graves" quest rule into a separate combo type so that Graves and BS-Graves can co-exist.
    56. Fixed the bug where the last head on a Gleeok (the last one added, to be exact, when a Gleeok is loaded and, thusly, the last one to start moving) will usually start to creep to the left or right instead of moving normally when the "Enter From Sides" enemy pattern is selected, depending on where Link first appears on the screen.
    57. Added 2 new screen openings that are used when the "Cool Scrolling" quest rule is selected. Now, ZC cycles through three different openings in order: Circle (the original one used in ZC and in BS Zelda when Link enters or exits caves), Oval (as in Zelda 3), and Rotating Triangle (as seen in the opening of BS Zelda). Currently, there is no way to pick a certain one to use. This will come later if these new openings seem popular.

    :) PHhhewww...

    EDIT: Sorry for the double post but all of it wouldn't fit on one post so i had to spread it out among 2! Perhaps this thread can be frozen so that it always remains and it can be updated after each Alpha or Beta.
    My Zquest Tutorial
    tutorial document

    Working on a quest, I swear i'll finally finish one, one of these days!

    Status:
    --Overworld: 60% done
    --Dungeons: 0% done
    --Misc: 0% done

  3. #3
    Patra Cloral's Avatar
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    Re: All the Bug Fixes & New Features Since 1.92 Wow!!

    If any of the regular members complains that nothing is happening with ZC again, we should hit them with this thread.

  4. #4
    Robots in Disguise
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    Re: All the Bug Fixes & New Features Since 1.92 Wow!!

    They have Beta Reports, ya know.

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