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Thread: Zelda Classic 2.11 Beta 10

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    Zelda Classic 2.11 Beta 10

    Get it here:


    Windows:
    • Zelda Classic 2.11 beta 10 Windows (FULL) - The Support Pack + Beta 10. NOT 10b. Download the files below for that.
    • Zelda Classic 2.11 beta 10b Windows (EXE) - Once you've downloaded the files above, unzip those, then unzip this file into the same folder and when it asks you to overwrite anything, click yes to all.
    • ZC 2.11 Beta 10b Full & Pre-Prepared - For those of you who aren't as familiar with ZC, I've packaged the full ZC 2.11 Beta 10b pack, entirely pre-prepared, ready to play. Unzip it into a new folder, preferably c:\ZC 211\, though any subfolder of that will do, then simply doubleclick the zquest-w.exe or zelda-w.exe icons.


    Linux:



    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.
    27. Changed the font used to identify the values of csets, combo types, and flags in ZQ to be smaller. Values over 100 shouldn't cut off now.
    28. Changed the way flags display in ZQ. Now, a normal flag's value is displayed in the top left corner of a flag, while an inherent flag's value is displayed in the bottom left. If both a normal and inherent flag occupy the same space, you can now see the values of both at the same time.
    29. Fixed the bug where Scrts Disable Timed Warp screen flag wouldn't work.
    30. Sort of fixed the bug where fairies would produce the boss roar some times.
    31. Fixed the bug where setting the speed or frames value for the boomerang weapon sprite would cause the normal boomerang to act like a magic boomerang.
    32. Fixed a bug that would cause enemies to move in random directions if they couldn't move anywhere normally.
    33. Added screen data for damage combo sensitivity. It can be set from 1 to 8, 1 meaning it's the least sensitive (a 2x2 pixel area in the center of Link's hitbox). 8 means all of Link's hitbox is affected by a damage combo. It is set to 1 by default. Experiment with the value to find the best value to use.
    34. Two new screen flags: 'Continue here' and 'Don't continue here'. Continue here means that this screen is set as the continue point upon entry. Don't continue here means that if the screen would normally be set as a continue point (either via entrance/exit or scrolling warp), it won't set it. You should have much more control over the behavior of continuing in your quest.
    35. Another new screen flag: All Triggers->Perm Secrets. This means that the permanent secrets flag for a room will NOT be set until the room has been cleared of trigger flags (bomb flags, burn flags, etc.) Used in conjunction with singular flags, this makes it so that a secret will not be permanent until, say, all torches have been lit.
    36. In conjunction with the previous screen flag, another one: All triggers->16-31. Makes it so that Singular+16-31 flags will not trigger flags 16-31 as they should until the room is clear of trigger flags.
    37. new flag and new combo type: No enemy. Both of these dictate that an enemy will not go into that combo, as if it were a solid combo (or no jump/no fly zone combos for the applicable enemy).
    38. New quest rule: Smart Screen Boundaries. Makes it so that the engine will automatically check the next screen for walkability before scrolling when Link hits the edge. Should prevent bugs that cause Link to get stuck when scrolling into a solid combo.
    39. New combos: 'Block Arrow (Wooden)', 'Block Arrow (Wood+Silver)', 'Block Arrow (All)', 'Block Brang (Wooden)', 'Block Brang (Wood+Magic)', 'Block Brang (All)', 'Block Sword Beam', 'Block All', 'and Block Fireballs'. Also, 'Magic Sponge' has been renamed to 'Block Magic' for consistencies' sake.
    40. Fixed the bug wher you could still shoot sword beams if you've lost a quarter of a heart when the quarter heart rule is on.
    41. new combos: 'Damage (8 hearts)', 'Damage (16 hearts)', and 'Damage (32 hearts)'.
    42. New screen flag: Rings Affect Damage Combos. Makes it so rings afffect the damage caused by damage combos.
    43. New feature: Freeform combos. Basically, you have 32 extra combo slots to work with on a given screen. They can be given X and Y position data, X and Y speed data, and X and Y acceleration data. All of the movement and position data can be decimal values for precision movement. Additionally, you can link combos together. If a freeform combo is linked to another freeform combo, it will copy the movements of that combo. This way you can make a giant 2x2 tile boulder simply by filling in the movement data for one freeform combo, then link the 3 other freeform combos to that first one. Freeform combos currently do not use solidity data, it can't hold normal flags (it WILL however use inherent flags), the only combo types that actually work are all the warp combos, and possibly the raft combos and flags, though i wouldn't recommend using raft combos and flags with this. The fairy flags and the zelda flag should also work, as well as damage combos. Also, using inherent trigger flags should also work as well, allowing you to do stuff like make moving arrow targets. Also note that a freeform combo must have a nonzero combo defined to be valid, or it wont save the other information.
    44. Along wit freeform combos comes a new combo type: FF combo attribute change. Basically, this only works when placed as a freeform combo. if a freeform combo's X/Y movement crosses the X/Y position of a change combo, the freeform combo will take on the movement properties of the change combo it crosses. This is so you can make freeform combos that move left, cross into a change combo that has movement for moving right so that it can move right, then cross a change combo for movement going left, etc. Additionally, if the change combo has an inherent flag of 16-31, then when a freeform combo crosses it, it'll change to the combo specified by the secret flag. You can thus make it change to another change combo with different movement data. Experiment with ths combo to see what kind of movement results you can bring. it's technically possible to do complex stuff like oval movement with the right setup, but it can get complicated.
    45. One more new screen flag: FF combos wrap around. Normally, if an FF combo goes far enough off-screen, it'll become inactive. This makes it so it wraps around to the other side instead.
    46. Finally, fixed the bug where pushing a block with an inherent push flag would increase the combo number of the block. Hopefully.


    FOR THE LOVE OF GOD BACK UP YOUR QUESTS. OH YEAH, YOUR SAVES WILL BE WIPED. AGAIN.


    Linux and OS X versions will come in the near future.

    I'm releasing beta 10b now because 1) We have something special planned for beta 1) and 2) I felt it was necessary. Overwrite beta 10 and you should be fine... hopefully. Use at your own risk.

    List of changes


    1. Fixed a bug where freeform inherent trigger flags sometimes wouldn't trigger.
    2. Fixed a bug where entering data into the decimal data fields of the freeform combos dialog would sometimes produce garbage data when reopened.
    3. Fixed the bug where stepping on groups of step->next combos would cause some combos to change to later combos than it should. Also changed the behavior of step->next somewhat. The main difference is that when in a group of step->next or related combos, only the combo at the center of link gets affected.
    4. I believe i fixed the importing of .zqs (strings) files. However, with this change it has becme difficult if not impossible to import older .zqs files.
    5. Fixed a crippling bug whih would occur if you opened the string editor in certain quests upon opening ZQ, which would cause the entire cmbo data to be overwritten with garbage data.
    6. Added a new quest rule, "Rings Affect Damage Combos", and changed the behavior of the same-named screen flag to that of a toggle for the quest rule.
    7. Fixed many bugs elating to strings and the string editor.
    8. Added the ability to see string umbers in the string editor when you choose a string to edit.
    9. Made the exactness neccesary to cross an FFC change combo much more exact. A more forgiving range was causing too many bugs, especially regarding linking.
    10. Tweaked the all triggers->16-31 screen flag. now it only takes effect when you actually hit a trigger flag. Before, other methods of triggering secrets (for example, the trigger permanent combo type) would not trigger secrets 16-31 if there were triggers on screen. now they will.
    11. In the freeform combo dialog and secret combo dialog (and maybe other dialogs), holding alt+left-click will set a secret combo/freeform combo to the currently selected combo and cset. Holding left shift+left-click will increase the current combo, left shift+right click will decrease the combo count, right shift+left click will increase the cset, and right shift+right click will decrease the cset
    12. Added to freeform combos somewhat. First off, there are 4 new fields: combo Width, Combo Height, Tile Width, and Tile Height.

    Combo Width/Combo height - Dictates a freeform combo's area of effect. By default, it's set to 16x16, which is the normal size of a combo. It can be anywhere from 1x1 to 64x64. Now it's truly possible to make, for example, variable sized damage combos.
    Tile Width/Tile Height - Dictates the visible number of tiles to draw. It's set to 1x1 by default, which means it draws the tile dictated by the combo. 2x1, for example, will draw a 2x1 area of tiles from the tile sheet.

    Also, there are now freeform combo flags. As you'll note, some flags can be applied to any freeform combo, while others only apply to FF change combos.

    Draw Over - Draws the FFC between layers 5 and 6 instead of layers 1 and 2
    Translucent - Self explanatory
    Swap next/Swap previous - (FF change only) When an FFC crosses this combo, the FF change combo will swap it's movement info with the next or previous FFC in the list. So if an FFC crosses over combo #15 with the swap next flag checked, it'll swap it's movement info with FFC #16.
    Change Next/ Change previous - (FF chage only) When an FFC crosses this combo, the FF change combo will change the FFC that crossed over it to the next or previous combo definition (not FFC, the combo itself). Can be used to change the combo's appearance and affect when it changes direction.
    13. Tweaked the Warp detection again. Now Link won't be able detect a warp in a room with a string until the string has completed. Before, there was a small window of opportunity for Link to trigger a warp before a string finished.
    14. Added a new element to the combo definition: Skip animation. Basically, whatever you set this to will cause the combo animation to skip that number of iles when it goes to its next tile of animation. This makes it so animation can go by 2 or 3 tiles instead of incrementally like before. this should allow for better organization of animation of large objects. Plus, it's the only real way to allow tile animation for large FF combos to work correctly.
    15. made an internal change to the way secrets are handled. The only visible difference will be that, in the screen data menu, 'Secrets' and 'Door up' are now seperated in the no carry/no reset section. Oh yeah, and it'll render your current saves unusable. Again.
    16. Fixed a bug where triggering trigger flags on layers wouldn't work anymore.
    17. Added two more flags to FF combos: carry-over and change to this(FF change only). carry-over will carry-over that FF combo to the same slot in the next screen when you warp or scroll screens. Change to this is used in FF change combos. When an FF combo crosses over a change combo with this flag, it'll also take on the combo and cset of the change combo. One interesting thing you can do is that you can combine this with the change next and change previous flags. So you could make it so the change combo changes the FFC that crosses it into one combo, whic them immediately getsincremented to the next one all in the same operation. It'll be useful, trust me.
    18. Added a screen flag, 'No FF carryover'. Makes it so the carryover describes in the last description doesn't take place.
    19. FF change combos are now represented in ZQ with colorful pixels denoting their location.

    DON'T USE PREVIOUS SAVES OR BAD HINGS WILL HAPPEN. AND REMEMBER TO BACK UP EVERYTHING!!!

    Linux build added.
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

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    Re: Zelda Classic 2.11 Beta 10

    FINALLY! I was wondering when combos would be made that block projectiles! And they finally have been made! Too bad I'd rather wait for a more bug-free release to be made. I'd like to be able to play all other quests I downloaded... So, are there any major bugs with this beta?

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    Re: Zelda Classic 2.11 Beta 10

    We won't know if there's any major bugs until people test it. I'm almost positive a major bug got in there somewhere, but what do i know?
    AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy

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    Re: Zelda Classic 2.11 Beta 10

    Quote Originally Posted by jman2050
    We won't know if there's any major bugs until people test it. I'm almost positive a major bug got in there somewhere, but what do i know?
    Oh yeah... Good point. Maybe I'll get it if it's safe enough to play downloaded quests on it...

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    Re: Zelda Classic 2.11 Beta 10

    Very well done jman! Next question:I'm sure it's been saked times before, but,

    What is YOUR opinion on how close you guys are with this being completed for a final release?

    I'm sure you guys are just dying to let it go!
    The ZC.com Database is alive!!
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    Re: Zelda Classic 2.11 Beta 10

    is Link's swimming animation fixed in this? what about screen specific MIDIs? I thought that was going to be a new feature?

    and a suggestion: make the block combos have flags that do the same thing. it'll be a pain in the ass to set up combos that can and cannot let arrows or boomerangs fly by...

    and another suggestion: have directional based block combos/flags. and example would be, you can throw stuff off a cliff, but you can't throw it up the cliff

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    Re: Zelda Classic 2.11 Beta 10

    started to play a quest in it but constantly are warped into dungeons when I just walk over the overworld

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    Re: Zelda Classic 2.11 Beta 10

    Freeform combos. /me drools

    Just wow... I didn't even get to test out beta 9 yet, so I am really behind in the new features. Everywhere I turn there is something new. So many awesome puzzles now. You guys deserve candy!

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    Re: Zelda Classic 2.11 Beta 10

    Quote Originally Posted by elise
    started to play a quest in it but constantly are warped into dungeons when I just walk over the overworld
    I know that I am not a beta tester, but I did notice this bug too. At random times, you will be warped into caves and and dungeons just by walking around the overworld. I figured that it would only happen once, but it kept doing it over and over again. Other than that, I have seen no other bugs.

    djDarkX

    EDIT: Noticed a new and very annoying bug. In Level 1 (211quest.qst), I bombed my way up to the room holding the map, killed an enemy and collided with a regular non-push block and warped to the item room with a 5 Rupee item (screenshot).

    Now, after I left the item room, it did warp me back to the room with the map and I went north to the room with three Stalfos. Killed each one and everytime I did and faced north after killing them, I warped again to the item room. I then went north to the room with two room spikes (moving) and three Level 1 Goriyas. I defeated each one, and after each one I warped again if I collided with the water. Everytime I came out, I was on top of the water, to the left, in the middle of the room (screenshot).

    Now, after the third Goriya, I was warped again, but when I tried to step off the water, this time it wouldn't let me. It kept warping me to the empty item room everytime I tried to step foot on the floor tiles. I tried getting out using the "zelda" cheat, using Zora's Flippers and swimming out, but no go. The only way to get past it is to use the "No Walls" cheat code.

    Hope this helps!

    EDIT: Sorry if this is too much, just wanted to show that I like to help out the project as much as I can. If found out, that with the same bug of warping to the item room, I defeated Aquamentus and when I went to go collect the Triforce, I walked onto the steps and got warped again to the item room, but this time, the triforce piece was waiting for me in there! (screenshot)

    I picked it up and ended the level in the item room. (screenshot)

    EDIT...again: I found out that the warping only occurs whenever to defeat an enemy then walk onto the bottom area of a block, tree (large and small), water areas (sea and water in dungeons), etc. It doesn't happen with walls in dungeons or the overworld. The warp with the triforce item room only happened in Level 1. I was still warped in Level 4, but there was no triforce in the room this time. If you like, I can keep doing some testing on this quest and others to find these extensive bugs.

    Saria: So Link, who do you like more?
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    Link: I...like...you...both the same?? Hehee...

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    Re: Zelda Classic 2.11 Beta 10

    I have one problem with the Treasure Chest combo:

    I was testing a Treasure Chest game. Everything was fine. It'd warp you to different rooms (I used Stairs (Random)), but I DID notice that when I picked the wrong Treasure Chest is the first room, I came back and the chests were all open. No item. Is this a bug or a problem with the combo itself?

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Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.
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