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2.50 RC2

37 replies · 30,896 views · Started 30 June 2011

I hereby declare this to be the 2nd release candidate. Although, this doesn't mean that the remaining RC1 bugs will be ignored - rather, it merely means that the current piles of fixes since RC1 are in need of some scrutiny and confirmation.

Windows: http://www.shardstorm.com/zc/alphas/1401-windows.zip
Mac OS X Leopard (Intel): http://www.shardstorm.com/zc/alphas/1401-macosx-Leopard.zip
Linux: when Saffith pops in and edits the link into this post.

By the way, I compiled the Windows build myself, so any peculiarities with it are on my hands.

Thank you for your continued support of ZC, and may God have mercy on us all.

Awesome! I will be testing this with my re-release of Hero of Dreams. I am going to advertise the hell out of my game, so I am hoping to bring new faces here to ZC, so I am hoping everyone tests! Thank you guys for the updates! 😃

Saffith wrote:
Also, I don't know the answer to this:

The answer is you need the Intel version of 10.5 or 10.6. I'll figure out making universal binaries sooner or later.

The idea behind a release candidate is normally "this is it if no serious problems turn up." This one's not really a proper RC, though, as we know there are still bugs that need fixed. We just needed a new build, as RC1 was too badly broken to test thoroughly.

Saffith wrote:The idea behind a release candidate is normally "this is it if no serious problems turn up." This one's not really a proper RC, though, as we know there are still bugs that need fixed. We just needed a new build, as RC1 was too badly broken to test thoroughly.


Still, I like the sound of this. How many bugs we talking still in this version?

Hard to give a number... Thirtyish, I'd guess? Most of them are pretty simple, but there's at least one bad one I have no clue how to fix.

Moved this to the bugs forum. This is my first time here, and I couldn't find that section when I looked, yesterday.

I'm running OS X 10.5.8 on an intel duo.

The newest RC crashes immediately on startup - and this has been the case for at least one earlier versions, as well. I believe 1331 is the most recent build I've been able to get to work.

I ran it from terminal to see what that told me, and I got this:

LSOpenFromURLSpec() failed with error -10810 for the file /Users/chris/Downloads/Zelda Classic/Zelda Classic.app.

When I run the executable directly (inside the bundle, not the .app), I get this:

dyld: unknown required load command 0x80000022
Trace/BPT trap

I'm certainly glad to see that progress has been made.

Who knows? Perhaps the eventual final release of 2.5 will be what it takes to revive AGN.

Along those lines, do you believe that there might be another beta/RC release prior to 2.5's final release?

There will definitely be an RC3. With any luck, that'll be it. No telling how soon, but I'm feeling optimistic at the moment.

cbailey78 wrote:I am hoping that there will be a climbing ladder combo in the sideview screen.


Don't get your hopes up. There probably won't be any more new combos types until post 2.5. For now, all we can do is use the sideview ladder script that was made by pkmnfrk. I even use it inherently with Saffith's top-down ladder script.

So, Mac problem. Same thing as before, near as I can tell.

Process:		 Zelda Classic [1308]
Path: /Users/student/Desktop/Zelda Classic/Zelda Classic.app/Contents/MacOS/Zelda Classic
Identifier: com.armageddon.Zelda Classic
Version: ? (?)
Code Type: X86 (Native)
Parent Process: launchd [117]

Date/Time: 2011-07-07 20:39:25.452 -0400
OS Version: Mac OS X 10.6.8 (10K540)
Report Version: 6

Interval Since Last Report: 67532 sec
Crashes Since Last Report: 1
Per-App Crashes Since Last Report: 1
Anonymous UUID: 2240BE92-DF6D-4306-A8EB-F67FB872072E

Exception Type: EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000002, 0x0000000000000000
Crashed Thread: 0

Dyld Error Message:
Library not loaded: /usr/local/lib/libpng.3.dylib
Referenced from: /Users/student/Desktop/Zelda Classic/Zelda Classic.app/Contents/MacOS/Zelda Classic
Reason: image not found

Binary Images:
0x8fe00000 - 0x8fe4162b dyld 132.1 (?) <1C06ECD9-A2D7-BB10-AF50-0F2B598A7DEC> /usr/lib/dyld

Model: MacBook5,2, BootROM MB52.0088.B06, 2 processors, Intel Core 2 Duo, 2.13 GHz, 2 GB, SMC 1.38f5
Graphics: NVIDIA GeForce 9400M, NVIDIA GeForce 9400M, PCI, 256 MB
Memory Module: global_name
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x8E), Broadcom BCM43xx 1.0 (5.10.131.42.4)
Bluetooth: Version 2.4.5f3, 2 service, 12 devices, 1 incoming serial ports
Network Service: AirPort, AirPort, en1
Serial ATA Device: FUJITSU MHZ2160BH FFS G1, 149.05 GB
Serial ATA Device: HL-DT-ST DVDRW GS22N
USB Device: Built-in iSight, 0x05ac (Apple Inc.), 0x8501, 0x24400000 / 2
USB Device: Apple Internal Keyboard / Trackpad, 0x05ac (Apple Inc.), 0x0229, 0x04600000 / 3
USB Device: IR Receiver, 0x05ac (Apple Inc.), 0x8242, 0x04500000 / 2
USB Device: BRCM2046 Hub, 0x0a5c (Broadcom Corp.), 0x4500, 0x06100000 / 2
USB Device: Bluetooth USB Host Controller, 0x05ac (Apple Inc.), 0x8215, 0x06110000 / 5

Count me in as another Mac user that can't run this RC.

Process:         Zelda Classic [70749]
Path: /Applications/Zelda Classic/Zelda Classic.app/Contents/MacOS/Zelda Classic
Identifier: com.armageddon.Zelda Classic
Version: ??? (???)
Code Type: X86 (Native)
Parent Process: launchd [195]

Date/Time: 2011-07-08 14:17:58.493 -0400
OS Version: Mac OS X 10.6.8 (10K540)
Report Version: 6

Interval Since Last Report: 1176673 sec
Crashes Since Last Report: 6
Per-App Crashes Since Last Report: 3
Anonymous UUID: 21707FC1-FCC2-408A-BF2E-67E497ABE980

Exception Type: EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000002, 0x0000000000000000
Crashed Thread: 0

Dyld Error Message:
Library not loaded: /usr/local/lib/libpng.3.dylib
Referenced from: /Applications/Zelda Classic/Zelda Classic.app/Contents/MacOS/Zelda Classic
Reason: image not found

Binary Images:
0x8fe00000 - 0x8fe4162b dyld 132.1 (???) <A4F6ADCC-6448-37B4-ED6C-ABB2CD06F448> /usr/lib/dyld

The /usr/local/lib comment looks interesting to me: I have brew installed on my OS.

It has been mentioned that there are still some bugs and that there will be a RC3. What are the remaining bugs that the developers are aware of as of RC2?
I sense that it's getting very close, so it would be helpful if we could have a more focused bug hunt.

As people test and scrutinize the program more bugs are almost bound to be found. Also everything listed on Shardstorm since the previous RC will be included in RC3.

What I mean to say is what bugs are known but haven't been addressed due to either unclear description, unknown causes, or simply arise from unproven code? In other words, what bugs need more eyes on them so we can help the developers to make sure things are fixed?

I've confirmed the ones I can reproduce and aren't referring to very old betas. I'm silent on the ones I can't produce or don't understand what they are saying. The bugs forum seems all but abandoned. That's why I was wondering which bugs are still considered relevant by the developers, as well as which ones they know about but need a little more info on how to trigger it to (hopefully) find a fix.

I guess I'll continue playing quests in RC2 and see which bugs I can spot.

The bug forum may only seem quiet because the bugs that are successfully "fixed" get moved to Quarantined Bugs/Dead Bugs. Also if a bug is not addressed for quite some time, it is probably because it requires moderate to heavy research into the code to fix (that is, to understand the exact cause of the bug and knowing how to alter it in the most "correct" manner).

don't forget about the "fire stuns enemies set to ignore it" bug. Actually, there seems to be a lot of weapons that stun enemies when they're suppose to be ignored (such as the sword)

On that note, can something be done to change damage priority when you have the wand and the magic book? Right now (and in the original game), when Link gets the magic book and wand magic hits an enemy, the enemy is immediately damaged by the fire, and not the magic. (a reason many players would skip the magic book.) Perhaps an NES fix quest rule to remove this behavior? "wand magic damage takes priority over wand fire damage"

I guess, since stuff is still being added, why not knock out adding a way to copy and paste enemies within the enemy editor list? It would make adding new enemies MUCH MUCH easier.

bigjoe wrote:I guess, since stuff is still being added, why not knock out adding a way to copy and paste enemies within the enemy editor list? It would make adding new enemies MUCH MUCH easier.

That's something that would not happen unless the developers do a rewrite.
Besides, you can't delete items or enemies either.

Nah, that wouldn't need a rewrite. Just copy one enemy's attributes and paste them onto another. I'll have a look at it, shouldn't be too big a deal.

Saffith wrote:Nah, that wouldn't need a rewrite. Just copy one enemy's attributes and paste them onto another. I'll have a look at it, shouldn't be too big a deal.

Well, in that case, would you be able to do something similar to that with the item editor as well?