Thanks to the people who tried that one out. I think I've got a better handle on the situation. Try this now:
http://l.j-factor.com/zeldaclassic/ZC-250rc1-OSX.tgz
Thanks to the people who tried that one out. I think I've got a better handle on the situation. Try this now:
http://l.j-factor.com/zeldaclassic/ZC-250rc1-OSX.tgz
Wait. So.... ZC 2.5 is in its near-final stages? I might just have to do some heavy testing now...
EDIT: Heh, I think I already found a swimming bug. I'll post it later once I've fleshed it out.
My quests:
End of Time - First quest, uses classic graphics (Help/discussion thread)
Link to the Heavens - Second quest, uses Pure tileset (YouTube LP | Help/discussion thread)
End of Time DX - Remake of my first quest (YouTube LP | Help/discussion thread)
On the subject of the broken ladder combos, the Solid pushblocks quest rule used to ignore solid combos that were ladder or ladder/hookshot based, and allow you to push a block onto them (thus allowing you to make a bridge over otherwise unwalkable pits or lava or what have you). Now, not only can those ladder combos not be crossed, but you can't push onto them either. It's possible this will find itself fixed when the ladder combo is, but if that isn't the case, I said it here first.
In addition, after screwing around with it for personal curiosity, one of the ZC Devs said they'd set Lanmola back to normal so it would not obey sideview gravity (which it doesn't really work well in, being extremely easy. Originally it appeared to crawl along walls instead.) This has not yet happened
If I understand correctly, script weapons no longer obey sideview gravity, but zscript.txt still claims they do (in the weapon section).
Also, in std.zh, we have this:
Value f will never be chosen.float Choose(float a, float b, float c, float d, float e, float f) {
int r = Rand(5);
if (r==0) return a;
else if (r==1) return b;
else if (r==2) return c;
else if (r==3) return d;
else if (r==4) return e;
else return f;
}
Two more things. Zoras getting there life refilled when submerging was a bug in the original nes. There should be a quest rule to fix this. Second, I forgot what I was gonna say next.
EDIT: I remember now, enemy boomerangs DO NOT hurt link as they return. This was a bug in the original version and we should have a quest rule to fix this.
No, I'm not. Solid Pushblocks is supposed to ignore the unwalkability of an adjacent combo if it is a ladder or ladder/hookshot combo. It's been in Zero Quest DX well since I started working on it in betas. now it is gone
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