What you need to do is:
1. Restore the relational mode tiles in the combo page featuring different color ground and water
2. Get rid of all the MIDIs (1, 2, 3, and 252)
3. Uncheck all quest rules except "Item disappears during hold-up"
4. Clear all the strings
5. Clear all the DMaps
6. Put back the sword tile in tile 41.
Default quest template issues
What about the custom subscreens - don't they need removing, as well as changing the Master Subscreen type to Original?
No. You misunderstand the point of the quest template - it is not meant to be a "completely blank quest," but rather a quest containing everything needed for a beginning quest author to create his first quest.
The original subscreens are deficient in that they do not account for all of the new items introduced since 2.10.
Similarly,
2. The original 3 midis stay. Midi 252 is already gone.
3. No. The checked rules are ones most would want enabled when creating a modern quest. I've added "Smooth Vertical Scrolling" to this list.
4. That is reasonable, and has been done.
5. No. The sample overworld and dungeon dmaps are useful in demonstrating to authors how to set them up.
6. I don't know how it disappeared; fixed.
1. That should be done, but I don't know enough about relational tile drawing to fix it. If you post a .til, I'll import it into the template.
Okay, then. I understand all that.
It will help them out, even those who are completely new to ZC. A great idea to give them a head start on making a new quest.
I will edit post 1 by highlighting in colors.
Red - Pointless, will be disregarded.
Green - Problem verified.
Blue - Problem fixed.
Brown - Verified fixed (Dead)
EDIT: About number 1, I think you should look in 461 or 478. See if you could find that set of relational mode tiles in the combo page with green floor and blue water (I think it is CSet 3). If you want me to do it, fine.
Checked in build 500:
2. MIDI 252 is gone.
4. All strings are cleared.
5. Sword tile restored so they show on a game icon for a file on 2nd Quest or 3rd Quest. Link can hold swords.
New color code: Brown, meaning it is verified fixed (dead) by a tester, like me.
For 1, I feel like I am not going to worry about this.
Okay. I finally felt like to do this, so here it is to fix 1.
Made 5 more Relational sets in the combos including:
- Green floor with water
- Beige floor with shallow water
- Green floor with shallow water
- Beige floor with pit
- Green floor with pit
I also made the combos define for it. Pits are Direct warp [A], water is water and added solidity to the water, shallow water is shallow water.
I also fixed the waterfall combos and defined the locked doors correctly in the Dungeon outlands combos, plus, added and set up conveyor tiles in the combos. EDIT: Waterfall and the outland lock doors--that has been already done by AmazingAmpharos and is seen in this thread that Pokegamer1989 started. Here is the thread: http://www.armageddongames.net/forums//thread/98650/. AmazingAmpharos placed a link to the file that has the changes in qst file. I sure do hope I did exactly the same thing. Plus, he/she had also modified all the unused items to use the Item Class: Non-Gameplay Items. Developers, I beleve you are going to do something to the unused items after importing my zqt. Is merging possible?
EDIT: Link not available, see post #1 or #22 for new download link.
Import the zqt file to the default template and make the bug sick.
So wait, were these changes made before, or after AmazingAmpharos's changes were merged into the template?
After AmazingAmpharos change and posted a link, I made more relational sets (water and pit) in the combos, added conveyors and hopefully did exactly the change AmazingAmpharos did. (My change is going to increase the filesize because I have added more relational sets.)
EDIT: Link not available, see post #1 or #22 for new download link.
EDIT: For the AmazingAmpharos change, it is the waterfall animations and the dungeon outlands locked doors(using lock blocks) and changed all the unused items to use "Non-Gameplay Items" class.
Does that use the palette fixes from the more recent change I posted? If not, this could be an issue and we'll have to resolve our two versions. I bet my palette changes are harder to do than yours (harder meaning more time consuming to redo) so you will probably want to remake your changes on this:
http://files-upload.com/419166/blank.qst.html
I might merge our two myself later tonight if I have the time, but I've never worked with relational stuff (I draw everything one tile at a time).
Exporting palletes from your posted link is possible. I will go ahead and do this and import them to my change, then repost my change. (EDIT of this post, but new post if anybody replies after mine [post #10])
Just to let you know, I have added conveyor tiles that had been missing in the set.
EDIT: I cannot get your file. Instead, it is an error: "Page not found (Error 404) Wrong direct link (from bookmarks for example)"
I will fix this. Freedom said this was a sucky file hosting place because of how many cookies it tries to set, but I know it works:
http://files.filefront.com//;8297793;;/
Please do note that all three types of palettes were modified (level, main, and sprite).
Thanks for your assistance! 😉
I have imported your pallette change and recreated the zqt (quest template). Updated the file for download. (Highly compressed in 7z, use 7-Zip or WinRAR to unpack the zqt. Packing qst in 7z didn't compress at all, but zqt, compressed to 393 kb! Once again, the zqt is in 7z because I don't have enough space to store the whole zqt, which is 803 kb.)
EDIT: Link not available, see post #1 or #22 for new download link.
EDIT: Developers (DarkDragon mostly), this thread and Pokegamer1989's thread: after you get my posted file which contains my new relational sets (including pit, there weren't any) and conveyors, and the fixes done after noticing in the Pokegamer1989's thread (hopefully exact), use the sick bug posticon for both threads.
AmazingAmpharos, after the release of the new build which contains the new template, inspect the waterfalls, lock dungeon outlands doors, and the pallettes.
I have no idea how to convert that into something I can use so I guess I only see it if and when it is implemented.
Also, did you remember to change the slashed and unlocked bush combos to (none)? That was another bug with the current tileset.
Good eye.
I'll modify it and recreate the zqt.
Done. I have managed to restore some file space by deleting the now unnecessary files used for other bug-reporting which are fixed, so now this zqt will be available, uncompressed.
EDIT: It seems the unused items are set to Item Class: Whistles. The Misc 1, Misc 2, Selection 1, Selection 2, and dust pile items are OK. I will have to do this exactly the way you did. I will try to set all unused items to use the class: Non-Gameplay Items and update the uploaded file. The link will be exactly the same. Notification of updating link by edit of the post.
EDIT: File updated.
EDIT: Added green dirt conveyor, dungeon pits, and spike balls. File updated.
I don't know what is lazing you about, developers, but there are about 5 pages in Open Beta Bugs you need to take care of. What are you doing? I just want to know. :|
zcAmazing wrote:
Download ZQT
Uhh... This page isn't loading properly.😞
right click and "save as"... else you would open it as a text file in your browser.
Moving to New York City, and playing Planescape: Torment. Relax, I'll take care of it now. 😉
Added to the next build.
1. Is not fixed in 528. Will remain green in post #1.
Did you get my ZQT?
It seems it is not applied to the set. Template DID NOT change. It is like 509!
I do not see the waterfall, bush, dungeon outland locked door, and pallette fix. I do not see conveyors, pits and more relational sets. 😞
Ah hell. Could you please re-post it as a real .qst? Whatever a .zqt is suppose to do, it's not doing correctly when imported.
Here is the QST then.
Relational mode tiles are still a bit broken - for instance, try drawing the following shape:
####
####
###
I'll publish a new build as soon as this problem's fixed.
File updated. Click the link in post #1. How do the tweak with the relational combo sets suit you?
Perfect.
Reinserted in the next build.
I kept the link in post #1 and it was the right thing to do for a sudden problem and it came.
The defining and solidity for some relational combos were wrong after my tweak. Please check my mistake. I have copied the first combo for relational to all parts that which I tweaked to fix my defining and solidity mistake and updated the file for download. Please click the link in Post #1 to download and insert the update for the next build.
I've inserted the copy linked to, but I'm not sure what the problem was in the previous template - you say some of the relational combos had the wrong walkability flags?
Yes.
The water relational mistakes: not defined as water and no solidity, that is what I fixed.
The shallow water relational mistakes: not defined as shallow water, fixed that.
The pit relational mistakes: not defined as direct warp [A], fixed that too.
I am looking forward for the next build.
Strange; I was sure I'd checked some random relation tiles before importing the latest .qst, and that they had their types and walkability set up correctly. Oh well.
Linux build 545 users, I need your input. Download QST in post #1. Open ZQ and check everything aggressively, then load the downloaded QST and see if they are exact match.
Or I can wait for the new Windows build.