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Thread: qr_OFFSETEWPNCOLLISIONFIX

  1. #1
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    qr_OFFSETEWPNCOLLISIONFIX

    @Gleeok : https://github.com/ArmageddonGames/Z...d3538a01322f31

    I changed this to build < 24, because 2.50.0 quests where this rule was intentionally turned off, now have it turned on.

    Was the actual behaviour of what this bit does, inverted, or otherwise changed, and if so, at what point?

    Why are we overriding the quest rules set by the quest author?

    I really need some kind of comprehensive list of actual behavioural changes for this rule; and to look at every fucking RC of 2.50, that ever existed?!

    I can say with surety that if we force it for build < 29, that 2.50.0 quests have it forced on, when the quest was designed with it being off.

    I just tried a 2.50 quest, in 2.50, with the rule both on and off, and on a vertical axis, it did not seem to make any difference. Standing exactly haldway between two tiles, shots passed through Link at all times. In 2.53, with the rule ON, shots hit Link/shield at all times. If I force this on, then 2.50.0 behaviour will absolutely be incorrect.

  2. #2
    The Time-Loop Continues ZC Developer
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    It's never supposed to be turned off in custom quests unless the quest author explicitly does so. It is supposed to be enabled in all non-NES quests by default. Period. Since the rule to un-remove correct collision is new to 2.50, all non NES quests should have it by default.

    I'm tired of dealing with this shit. Every time I fix it someone else breaks it.

    Is there a bug report for this? Did a quest break somehow from this? Why even change it?
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  3. #3
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    Quote Originally Posted by Gleeok View Post
    It's never supposed to be turned off in custom quests unless the quest author explicitly does so. It is supposed to be enabled in all non-NES quests by default. Period. Since the rule to un-remove correct collision is new to 2.50, all non NES quests should have it by default.

    I'm tired of dealing with this shit. Every time I fix it someone else breaks it.

    Is there a bug report for this? Did a quest break somehow from this? Why even change it?

    I just tried a 2.50 quest, in 2.50, with the rule both on and off, and on a vertical axis, it did not seem to make any difference. Standing exactly haldway between two tiles, shots passed through Link at all times. In 2.53, with the rule ON, shots hit Link/shield at all times, and passed through him with the rule off.

    If I force this on, then 2.50.0 behaviour will absolutely be incorrect.

    Your patch did specifically force it on, even if the quest author set it off. That's the problem. In a 2.50.0 quest, it is absolutely always set on. Bug report IIRC was on the Discord server. (2.50.0 quests in 2.53)

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    The Timelord
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    Quote Originally Posted by Gleeok View Post
    It's never supposed to be turned off in custom quests unless the quest author explicitly does so. It is supposed to be enabled in all non-NES quests by default. Period. Since the rule to un-remove correct collision is new to 2.50, all non NES quests should have it by default.

    I'm tired of dealing with this shit. Every time I fix it someone else breaks it.

    Is there a bug report for this? Did a quest break somehow from this? Why even change it?

    I just tried a 2.50 quest, in 2.50, with the rule both on and off, and on a vertical axis, it did not seem to make any difference. Standing exactly halfway between two tiles, shots passed through Link at all times. In 2.53, with the rule ON, shots hit Link/shield at all times, and passed through him with the rule off.

    If I force this on, then 2.50.0-created quest behaviour will absolutely be incorrect, including for NES quests. With your qst.dat governance, the rule is forced on for these, too.

    I feel as if the actual hitbox metrics also changed between builds.

    Your patch did specifically force it on, even if the quest author set it off. That's the problem. In a 2.50.0 quest, it is absolutely always set on. Bug report IIRC was on the Discord server. (2.50.0 quests in 2.53)

    I don't have 2.50.1 to test at present.

  5. #5
    The Time-Loop Continues ZC Developer
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    Now you see the problem. Everyone that "upgraded" to 2.50 from any other version had that rule corrupted.

    I can't view discord anymore so I can't view that bug report.
    This post contains the official Gleeok seal of approval. Look for these and other posts in an area near you.

  6. #6
    Here lies mero. Died by his own dumbassitude.
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    Quote Originally Posted by Gleeok View Post
    Now you see the problem. Everyone that "upgraded" to 2.50 from any other version had that rule corrupted.

    I can't view discord anymore so I can't view that bug report.
    We should really make a quest updater to solver problems like this crazy nonsense.

  7. #7
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    Quote Originally Posted by Tamamo View Post
    We should really make a quest updater to solver problems like this crazy nonsense.
    Yes if I could make sense o exactly how things changed and when; but a major issues comes into play when someone made a quest (this issue) before 2.50.1 and has since resaved it in 2.50.1 or later. The original file doesn't contain metadata on every version that ever accessed it or the initial creation version; nor could it ever because that'd be completely unreliable.

    My only sane resolution has been to offer old-version/bug emulation toggles. It's a bit ugly but it works.

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