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Zelda Classic 2.5 WILL be out before the end of the year

48 replies · 7,409 views · Started 09 November 2006

jman2050 wrote:I guaranteed it, and so it will be.

Mm-hmm. Riiiiight. 😃 No seriously, I believe you. ...Sorta. I don't want to get overly excited, only to find out that something bad happened (I.e., a ton of bugs came up unexpectedly that need to be busted before you release the version) and 2.5 won't come out until next year. :P I get these overwhelming feelings like this every single day. The most common is "Am I forgetting anything?", but that's beside the point. Anyways, I can't wait for the version. GIVE IT TO ME NOW. 😃 (You know I'm kidding, right?)

*Starts searching for HHS quest maps and plans to work on them again and get ready to do it now that I'll have the needed goodies*

Dark Nation wrote:Please note that he didn't say it would be stable, or even working. Just that it would be out. 😃

Do you mind if I did that "suspense" noise-thing? No? Oh well, too bad.
DUN DUN DUNNNNN!!! 😃

This is just another joke isn't it. Because I'm not buying it, however many devs tell me it's true.

Well, if they debug b14, you could call that 2.5. I mean, it's got more features than in like, all other versions combined. (Well maybe not, but you get the idea)
BTW, Jman, you really enjoy these kind of threads, don't you? It's interesting on a psycological level, enjoyment on others suspense.

Just get the scripting working properly (with FFCs and items) and BOY HOWDY will you have a package to release. Not only will there be a new version, but if the scripting bugs are wrinkled out, there will already be a package full of DOZENS of new features availible (chaser traps, ice slicks, one-way tiles, etc) Not the least of which will probably be a Roc's Feather, if I read the board correctly. (Look'n at Saffith for this one)

Yeah, but those look pretty minor. I mean, it's not like there's a bug that causes ZC to crash and delete itself if you walk more than 3 steps or anything. Most bugs seem managable.(Although I'm not a dev):shrug:

Eh, I'd still rather see a fully stable release released than something sent out "by" <date>. Whenever you set a deadline for yourself when you're working with a free program, there will be many people and animals smacking their various foreheads where you could've just taken your time and gone about your unpaid fixing of bugs at your own pace.

Once 2.10 is fully (re)stable, nobody should have any complaints, really. If they do, they just like to whine. 😊

Jman... I know you said you would have it done by the end of the year, but I am sure I am not alone in that it is worth waiting some extra time for if it is bug free. We need some stability, and if you can give that to us, it really doesn't matter when.

C-Dawg wrote:Not the least of which will probably be a Roc's Feather, if I read the board correctly. (Look'n at Saffith for this one)
I dunno... Saffith's jumping (which is based on my jump tiles) is awfully limiting. For every screen, you need to set aside a spot under which to hide Link. And you have to guarantee that such a spot is untouched by any enemy projectiles. (Also, for the duration of the jump, fireballs and other homing devices will target this area instead.)

I would KILL to see 2.5 released before the end of year, but the most important thing is that the ZC 2.5 will be as stable and bugfree as possible, so if it's still not tested properly before the end of year, please don't make the mistake and release another "almost stable" ZC. 😛

But anyhoo, as C said, get the scripting working + fix all the current bugs and there you have a perfect full stable ZC.

For me ... i don't know if i will care, it already has a lot of cool things going for it, just bugs needs worked out, and i can wait for that... whats it called?
I think it has to do with messeges...

Also, why cant i raise up the sword to match links hight when you make him taller?
I hope that get fixed soon lol. It looks funny with the sword under link when attacking.

So far their is a feature missing, i want my own victory tune for when i grab the triforce piece.

But i will say this, im a patient man, so when ever it happens is fine.. keep us posted.. mean time i will be busy playing my Wii, lol.

Dude... Don't rush it! I would much rather have a stable version in 2008 than another 2.10, and I know every last person here agrees with me. Now a stable version with no bugs by the end of the year... Well I would better quit dreaming.

*sigh*

Please don't do this again. I wouldn't mind a beta (or release candidate even... if such a thing ever comes into existence) being released by the end of the year, but please do not call something that will only have two months of testing at the most a full version release before it has been debugged properly for awhile. In this, I mean after most of the functionality that is going to be present in 2.5 is implemented and it's down to just stability testing.

Currently, there is still a lot of stuff with the scripting that is yet to be introduced and many things are still floating around incomplete as of build 14.

I agree with Nick. You guys did this with 2.10, and it was more-or-less a disaster. With the new features you've promised for 2.5, it's going to be a while before all the bugs are taken care of, and a before-New Year release would probably be too little time to test properly

You know you also have to think about life wise you 2 ^

how do you even know someone will still be living in 2008 *not saying anyone wont, its just the fact of life)

_L_ wrote:I dunno... Saffith's jumping (which is based on my jump tiles) is awfully limiting. For every screen, you need to set aside a spot under which to hide Link. And you have to guarantee that such a spot is untouched by any enemy projectiles. (Also, for the duration of the jump, fireballs and other homing devices will target this area instead.)

If we can get item scripts working, then of course the script would be more adaptable and thus, programmed differently.

We really do not need anything else: As far back as beta 6 (given all of the bugs fixed) we could have easily called it the new version. We just need to finish implementing everything that has been only partly implemented (Scripting, Item Disabling, NPCs, etc.) and fix all of the bugs.

there only gonna release another beta for the same reason they released the other beta's... to test them... cause if there not tested then they might start fixing already fixed problems or something thus wasting more time on developing it.

and as pointed out there is a stable v2.10 in the works.

franpa wrote:and as pointed out there is a stable v2.10 in the works.

Yes, but remember, 2.10 has been the most stable release thus far in almost a year, because of the same thing they're doing again this year, and they're just now getting to work on a better version. This also means less time devoted to 2.5

not that much less time spent on it... due to a stable 2.10 is almost done as far as i can tell... so we might have lost a single month of work due to it... and waddaya know it was the month that the repository was down... so minimal time is wasted being idle.

Revfan9 wrote:If we can get item scripts working, then of course the script would be more adaptable and thus, programmed differently.
Not really. Jumping requires the ability to:
* Shut off Link's collision detection.
* ...except for walkability detection.
* Make Link invisible (and then make him visible again.)
* Draw a jumping Link (with shadow and appropriate Link tile modifications).

So far, all of the above's been done using extreme fakery. But for a game-wide item we'll need some more scripting functions that can actually do the above.

I dont mind waiting, not sure why so many get so upset over this, if they dont like something they can just go back and use and older version, thats how i see it.
It gets posted her so it can be tested, now stop complaining please, thank you. 😊

_L_ wrote:Not really. Jumping requires the ability to:
* Shut off Link's collision detection.
* ...except for walkability detection.
* Make Link invisible (and then make him visible again.)
* Draw a jumping Link (with shadow and appropriate Link tile modifications).

So far, all of the above's been done using extreme fakery. But for a game-wide item we'll need some more scripting functions that can actually do the above.

As many people that want the Roc's Feather? It'll happen within a week of item scripts. A month tops. Look how far the Mother 3 translation patch has come: Projects with a high popular demand get done. Item scripts are not even done, and, to quote Peteo, we are 90% away from a working Roc's feather.

Honestly, I'll be quite surprised if anyone bothers.
Still, it would be nice to be able to do it. At the very least, it'd be great to have some control over whether Link collides with enemies.
We'll see...