It was in the Minish Cap, so if you never played that then you wouldn't know. Speaking of canes, why doesn't the cane of Byrna do anything yet? I didn't notice it on the list of features in development.
Zelda Classic 2.11 Beta 15
Don't have a lot of time to go into much detail, but there are 2 new features in ZQuest that I added a while back but forgot about until ShadowTiger reminded me of them.
In the tile list, hitting the D key will bring up the Dungeon Carving/Relational tile creation window. This lets you easily and quickly create a set of Dungeon Carving or Relational tiles from just a few master seed tiles. For relational tiles, set up 6 tiles as follows. If you are looking at a completed set of relational tiles, copy the following tiles sequentially into a new location: 0, 15, 30, 40, 46, 47. Then put the cursor on the first tile of the new sequence, and hit the D key. Select relational, leave the frames at 1, and hit OK. If you double up the tiles, you can create animated sequences (put a 2 in the frames box then). For dungeon carving mode, you will need these tiles (from a full dungeon carving set): 0, 15, 30, 40, 46, 48, 49, 50, 52, 56, 64, 68, 74, 82, 72, 79, 86, 90, 95. Highlight the first tile of the new series, hit the D key, select Dungeon Carving, leave the frames at 1, and hit OK. You can also double up the tiles and set the frames to 2 if you want. The relational version makes perfect relational tiles. The Dungeon Carving version is almost perfect; you may have to touch up a few errant pixels here or there. Once you figure out the sequence of the master seed tiles, you can set them up yourself (the copying was just for initial reference so you can see how they are set).
The second feature is a combo maker. Hightlight some tiles, make sure you don't have anything on the clipboard (the left tile box at the bottom of the screen is static), then hit the M key. The combo list will open up. Pick a starting combo. Hit the OK button. The tile page will come back and the combo editor will open on top of that. You will notice that the first tile in your selection is already set. Make any changes you want to this initial combo (everything except for the tile will be blindly copied to all the other combos this creates), then hit OK. Combos (even animated ones if you chose more than 1 frame) have now been created, each starting at the appropriate tile.
If this is confusing, just ask in here; ShadowTiger knows the system fairly well as he helped me debug it originally. He, I, or someone else who picks up on this quickly can help you out.
It's been a while since I've posted, and I am quite amazed at all the progress that's been going on.
Zelda Classic has gotten too complicated for me to actually use and compete with the great quests that are out there, but seeing all these new features feels so much like when I first came to AGN 6 years ago. I look forward to playing all these cool quests that are now possible.
@ & With DN: I also don't have a lot of time to write this. Weekend, etc. This is the .qst file DN had prepared as an example for the new commands. Copy DN's entire post to a Notepad file and save it to your ZC folder or something, and save the following file to your Beta 15 folder as well. It's a Newfirst area. On map 7 or 8 or so, you'll find a few generally blank rooms. They're just the preparatory rooms for the procedure, using the right palettes and whatnot. Follow DN's directions and you can figure out the rest.
relational-new.qst - Open in Beta 15. No earlier beta.
Now be expecting topics like "wers the rocs cap????????"
But, sillieness aside, I'd like to make this clear:
This is THE MOST, without a doubt, the BIGGEST advancement the ZC developers have made in reguards to features...that is, besides scripting capabilities. Now, I may truely be able to create an action-RPG-like battle system soon. (Think Sword of Mana.)
...Have my internet.
Yikes. DN, do you happen to have the Dungeon Carving Mode Setup tile placement on hand? The upper layer of the two walls is pretty easy, (Same layout as the relational mode setup.) but the lower walls is eluding me for the moment.
I'll keep trying. I've got a color coded system on hand. I know several cavemen with more effective systems of analysis though.
I have a problem. I can download the file but it says that it cannot open it because it cannot find the file. How do I fix this?
Dark Nation:
That Combo Maker sounds like a HUGE timesaver, especially for tilesets. Thank you!! 😊 I'm glad we've finally got a new feature for making that quicker and easier than the extremely slow old method.
Ok, for the dungeon-carving set up when in the tile editor, what should the 1st, 15th, 30th, 40th, 46th & 47th tiles be?
For example, if you were going to make a river using relational-editing, should the first tile be all water. Should it be water surrounded by land on all sides, should it be the top-left corner of water or what?
It's up to you, really. You can make a lake surrounded by land, or you can make land surrounded by water. You can even make two different types, but don't necessarily merge together.
I still wonder what the full Dungeon Carving mode setup is to expand it. Again, I've got the top half ready, but the bottom half eludes us.
No, i understand that, i'm just wondering which exact part of the lake, or land, or trail, or whatever it is you're making, the first tile must be. For example, if making a lake/river, should the first tile be the lake with the upper right corner being land or what? I've tried using multiple tiles & i cannot figure out how to use this feature.
What SFX number is used for Item pickups without holdup and whoich one is for Fairy appearances/collecting? I need to know because TLoZ uses 4 different SFX for items- One for the Heart item, one for holding an item up, one for collecting an item without holding it up, and one for fairies. If I remember correctly, sometimes, picking up an item made the Fairy appearance sound play, so... I need to know so I can correctly set my SFX.
You're not correct - there are only three sound effects used for item pickup: SFX_PLINK (for hearts and rupees), SFX_SCALE (for all other items, including fairies) and SFX_PICKUP (pickup fanfare).
No, i understand that, i'm just wondering which exact part of the lake, or land, or trail, or whatever it is you're making, the first tile must be. For example, if making a lake/river, should the first tile be the lake with the upper right corner being land or what? I've tried using multiple tiles & i cannot figure out how to use this feature.Oh, the combo pointer will always be on the first (Hopefully the upper left, as per the way you set it up on the combo page.) combo of the Relational / Dungeon Carving setup. It's just that different setups will yield different results as you draw, hence the post I had made before this one.
You're not correct - there are only three sound effects used for item pickup: SFX_PLINK (for hearts and rupees), SFX_SCALE (for all other items, including fairies) and SFX_PICKUP (pickup fanfare).... ... Huuuh. I was under the distinct impression that the hearts were separate from the rupees in terms of SFX data. I recently set up a TWW/OoT SFX.DAT file, and I recall needing both sound effects, and using both. I'm reasonably sure that picking up a heart vs picking up a hookshot (Without the "Pick Up Item" screen flag enabled) yield different sound effects.
Huuuh. I was under the distinct impression that the hearts were separate from the rupees in terms of SFX data.
You're right, the heart and rupee sounds aren't the same, and then a regular item like a bomb plays a different sound again, and then hold up fanfare is separate as well.
I'm not sure but I think the rupees might be SFX_CHIME (#5)
Is there any chance of a Linux build anytime soon?
You devs seem to be slacking with porting. If the full version doesn't get a Linux port either... Let's just say I will be very upset.
If I had to guess I'd say they want it stable before bothering with ports, it is extra work after all and considering 2.5 is due in January (I think?) they'll probably just wait and port it then.
heh...
But I still don't want to have to wait until then to use the new features on my laptop. But I guess as long as there is a Linux build for the final version, I'll be happy.
Then again, the promised 2.10 mapmaker was never delivered, so.............
*prays for the best*
I'm not sure will there be a Linux build for the new betas, but I'm pretty sure that there will be a Linux build for 2.5.
Ahh ****. Does anyone have a quest to show off the new items? I can't get the freaking custom subscreen to work. >_< Goes to show what happens when you're unable to keep up with ZC for a month or so.
Dark Nation wrote:
The second feature is a combo maker. Hightlight some tiles, make sure you don't have anything on the clipboard (the left tile box at the bottom of the screen is static), then hit the M key. The combo list will open up. Pick a starting combo. Hit the OK button. The tile page will come back and the combo editor will open on top of that. You will notice that the first tile in your selection is already set. Make any changes you want to this initial combo (everything except for the tile will be blindly copied to all the other combos this creates), then hit OK. Combos (even animated ones if you chose more than 1 frame) have now been created, each starting at the appropriate tile.
Holy ****! I had to try this because I was unsure what this was all about. This is almost what I suggested a while ago. What a lovable feature that will cut questmaking time quite a bit! You devs rock! :thumbsup:
Petoe wrote:Holy ****! I had to try this because I was unsure what this was all about. This is almost what I suggested a while ago. What a lovable feature that will cut questmaking time quite a bit! You devs rock! :thumbsup:
Why you little.... everytime I'm about to say something, it's already said!
i cant for somereason figure out how to get Roc's Feather on the subscreen...i try to add it using the editor, but it knocks me out of ZC...ive been off it for awhile and happened to start again a few days ago :P
xXVolvagiaXx wrote:I can't, for some reason, figure out how to get Roc's Feather on the subscreen...Each time I try to add it using the editor, it knocks me out of ZC...I've been off it for awhile and happened to start again a few days ago :P
You need to select an item that's already on the subscreen and duplicate it (through right click, I believe). Then, edit the item and change its properties to Roc's Feather. I would recommend using the boomerang when doing this, because it avoids any complications with counters.
ok thanks...ill do that 😊