User Tag List

Results 1 to 10 of 25

Thread: Problem with the 3rd quest

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    one secksy boi James24's Avatar
    Join Date
    Jan 2014
    Posts
    94
    Mentioned
    14 Post(s)
    Tagged
    0 Thread(s)
    vBActivity - Stats
    Points
    621
    Level
    8
    vBActivity - Bars
    Lv. Percent
    85.91%
    If you play the 3rd quest in 1.92 B183 its actually a lot more difficult than if you play in 2.53. This is because of the enemy weapon half-tile offset. In 1.92 (the version Alpha Dawg wrote and tested the 3rd quest under), combat was a lot more difficult because if Link was a half-tile up, down, left or right from an enemy projectile weapon the game engine still counted that as a "hit" whereas in 2.53 the game engine counts that as a "miss". So, if you're playing the 2.53 version, you're not playing the author's "true" mode - you're playing a nerfed mode that's due to ZC's game engine changing. This should be fixed but I don't think it will because it would be too costly to change the game engine.

  2. #2
    Wizrobe Nightmare's Avatar
    Join Date
    Mar 2000
    Age
    44
    Posts
    2,523
    Mentioned
    40 Post(s)
    Tagged
    3 Thread(s)
    vBActivity - Stats
    Points
    3,846
    Level
    19
    vBActivity - Bars
    Lv. Percent
    76.9%
    Quote Originally Posted by James24 View Post
    If you play the 3rd quest in 1.92 B183 its actually a lot more difficult than if you play in 2.53. This is because of the enemy weapon half-tile offset. In 1.92 (the version Alpha Dawg wrote and tested the 3rd quest under), combat was a lot more difficult because if Link was a half-tile up, down, left or right from an enemy projectile weapon the game engine still counted that as a "hit" whereas in 2.53 the game engine counts that as a "miss". So, if you're playing the 2.53 version, you're not playing the author's "true" mode - you're playing a nerfed mode that's due to ZC's game engine changing. This should be fixed but I don't think it will because it would be too costly to change the game engine.
    This is why I've asked for the half-tile trick to be implementable in all versions. I personally want the Zelda mechanics in my quests, but no clue if AlplhaDawg did or not, there's no way to ask him or tell what he wants. This is why I feel it should be a universal emulation feature.

    Good point James24.

    -James

    Facebook: http://www.facebook.com/nightmarejames YouTube: http://www.youtube.com/nightmarejames

    Game Projects
    Zelda Classic:
    Completed: Zelda NES Remastered, Demo 1st Quest, Demo 2nd Quest, James Quest: Remastered (V 2.1), Memorial Quest, New Quest 2 2015. New Quest: Rebuilt
    In development: Demo SP, James Quest: Remastered (V 3.0)t, 6QI

  3. #3
    The Timelord
    QDB Manager
    ZC Developer

    Join Date
    Oct 2006
    Location
    Prydon Academy
    Posts
    1,396
    Mentioned
    112 Post(s)
    Tagged
    1 Thread(s)
    vBActivity - Stats
    Points
    4,765
    Level
    21
    vBActivity - Bars
    Lv. Percent
    69.76%
    Quote Originally Posted by James24 View Post
    If you play the 3rd quest in 1.92 B183 its actually a lot more difficult than if you play in 2.53. This is because of the enemy weapon half-tile offset. In 1.92 (the version Alpha Dawg wrote and tested the 3rd quest under), combat was a lot more difficult because if Link was a half-tile up, down, left or right from an enemy projectile weapon the game engine still counted that as a "hit" whereas in 2.53 the game engine counts that as a "miss". So, if you're playing the 2.53 version, you're not playing the author's "true" mode - you're playing a nerfed mode that's due to ZC's game engine changing. This should be fixed but I don't think it will because it would be too costly to change the game engine.
    Ah, this is because the uest was last saved in a 2.50 build. The old build of the quest, from 1.92, should not have this issue. I could also easily make a build of 3rd with that bit enabled, and make it available as a 'more pure' version as extra DLC.

    You can toggle the halftile collision for quests made in some specific versions of ZC, from a menu now, because the behaviour was in flux during the development phase of the engine in those versions. This is a user-set patch, but you cannot apply it to 2.50 quests, or any version in which the questmaker could set that as a rule.

    Same thing for some other old behaviour, such as windrobe spawning.

    Quote Originally Posted by Gleeok View Post
    In hindsight you should probably go to the 3rd quest if you died zero times regardless of other things.

    We can fix the 3rd quest if there's actually a bug in it. What screen number, and what would the proposed fix be?

    I could add that as a secondary objective, with one line of code. Not a bad idea, and it seems better than having max hearts, as needing max hearts punishes speedrunners. The entire quest order thing is optional as of 2.55 alpha 2 or so, but in 2.53, this wouldn't be out of line.

    Back OT: @Joeiiii Are there any enemies wthat drop bombs in the area where Link can be locked?

  4. #4
    The Time-Loop Continues ZC Developer
    Gleeok's Avatar
    Join Date
    Apr 2007
    Posts
    4,826
    Mentioned
    259 Post(s)
    Tagged
    10 Thread(s)
    vBActivity - Stats
    Points
    12,961
    Level
    33
    vBActivity - Bars
    Lv. Percent
    26.45%
    Quote Originally Posted by James24 View Post
    If you play the 3rd quest in 1.92 B183 its actually a lot more difficult than if you play in 2.53. This is because of the enemy weapon half-tile offset. In 1.92 (the version Alpha Dawg wrote and tested the 3rd quest under), combat was a lot more difficult because if Link was a half-tile up, down, left or right from an enemy projectile weapon the game engine still counted that as a "hit" whereas in 2.53 the game engine counts that as a "miss". So, if you're playing the 2.53 version, you're not playing the author's "true" mode - you're playing a nerfed mode that's due to ZC's game engine changing. This should be fixed but I don't think it will because it would be too costly to change the game engine.
    I fixed all those bugs in 2.53. I actually fixed them back in 2.50 as well, but due to another bug added later those fixes stopped working.

    Very annoying but at least they've been working for a while now.
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
About us
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.
Social