* New Linux build! I still think about you guys. Also later down the road you guys will see a new build of ZCL. Here is a teaser shot of that: http://dproj.ath.cx/tmp/newzcl.jpg
* Fixed the bugs where fireball-shooting Statue combos and Spinning Tile combos wouldn't generate the appropriate enemies when they were placed using scripts and other methods. This includes occasions when an existing combo's type was changed to 'Spinning Tile' or 'Statue' using Screen->ComboT[].
* ZQuest: Added a right-click menu that appears when you right-click visible FFCs. The options are: Edit FFC, Copy FFC, and Paste FFC (that is, overwrite the clicked FFC with the copied FFC).
* An option has been added to the standard right-click menu allowing you to move the next unused FFC to the mouse's coordinates, and then edit it. This is believed to be a smoother, more natural manner of instantiating FFCs than using the Screen menu item all the time.
* Another option in the same right-click menu: Paste FFC as FFC n, where n is the first unused FFC in the screen. It lets you paste a copied FFC into the screen overwriting an unused FFCs. This function can also be used to duplicate FFCs quickly and smoothly, by copying and pasting them into the same screen. That sounds highly useful, right?
* Fixed the bug where scrolling in the bottom panel in large mode would move the combo list.
* Correctly assigned the blank favorites command to 'Default Items'; it no longer crashes ZQuest.
* Set the initial focus of the Compile Script and Assign Compiled Script dialog (you can now compile scripts without using the mouse).
* Items can now be edited directly from the 'Screen Item' and 'Special Item' dialogs, and Enemies from the 'Select Enemy' dialog.
* Rearranged the right-click menu, moving select and scroll to combo to the top, and giving 'Draw Block' its own sub-menu, with some more block sizes.
* In large mode, the 'Current Combo' and 'Cycle Combo' boxes now show the walkability and inherent flags of the selected and cycle to combo when the respective toggles are activated.
* Shift-Click now sets the CSet of a combo on-screen to the current CSet without changing the combo.
* Documented the 'InputMouseB' and 'InputMouseZ' variables, which were added to ZScript but not mentioned. They are read-only.
* Removed ffc->WasTriggered() from ZScript as it does nothing.
* Fixed the bug where scrolling with the mouse wheel in large mode only changed the current map in the top left hand corner of the minimap.
* The 'Y' key now opens the 'Compile Script' dialog, and the 'I', 'C', 'E' and 'X' keys can be used to select the buttons in that dialog.
* The braces '{' and '}' can now be used to increment and decrement the current flag, for the benefit of laptop users who have no * and / numpad keys.
* Reorganized the flags in the Screen Data dialog under various headings, and removed the unused flags from view.
* Enemies with Extend set to >= 3 via ZScript now drop items in the middle of their graphics rather than in the top left corner. This does not affect NES Bosses.
* Other (Floating) and Other enemy types no longer have their random and halt rates and homing factors truncated to small integer values in the enemy editor as they do not affect the enemy's movements and may be used as an 'input' to a script.
* Added e->Homing to ZScript, which should only be read and not set.
* Fixed the bug where the Tile Editor's 'Show Only Unused' option wasn't displayed correctly in Large Mode.
* Added some extra entries to the Tile Editor right-click menu, providing access to a few features formerly restricted to hotkeys. These are the Color Depth option (bound to B and control-B), and the Show Only Unused option (bound to control-U). This later feature now takes the form of three options: Hide Used, Hide Unused, and Hide Blank, with Hide Blank as the default.
* Conversely, these are added to the Combo Editor right-click menu: Insert New (bound to I), and Delete (bound to shift-I).
* Now, tiles hidden with the Hide options are shown as invalid static if you have invalid static turned on. You might want to turn it off before you export a tile page, though.
* Large Mode only: 8-bit color tiles are now marked with a tiny flashing '8' in the Tile Editor, to distinguish them from 4-bit color tiles.
* Fixed the bug where the Edit and Done buttons in the Select Combo dialog were incorrect.
* You know, I was going to implement the 'Spinning Tile (Random)' Combo Type from scratch, but then I pondered and thought... nah. So, it's now 'Unused'. If you still want the behavior, ask someone to write a script that, once every 3 seconds, randomly chooses a specific kind of combo and changes it to a 'Spinning Tile (Immediate)' combo.
* Also, the matching default enemy has been changed - it is now called 'Spinning Tile (Enemy Sprite)' (and the other is 'Spinning Tile (Combo)') and has been given some default tiles, to show that you can make spinning tiles with a standard tile outside of that defined by the combo that summoned them.
* Added some Spinning Tile tiles to the default quest, as well as a Spinning Tile combo, and cycling combos allowing one to make use of them.
* Increased the spinning tile enemies' default step speed from 50 to 200, where it used to be. Don't know how that got that way.
* Enemy Editor: Fixed the 'bug' where it looked like you ought to be able to set the Flip of an enemy's tile, even though in reality you can't.
* Select Combo: fixed the bug where the displayed 'Cycle' combo number was the same as the current combo number.
* Enemy Editor: Implemented the '4-Frame 4-Dir + Tracking' animation type, which previously did nothing. What? Nothing? Seriously?
* Also added '2-Frame 4-Dir + Tracking'. (As you know, 'Tracking' means that the enemy will always face Link, like an Eyeball-type combo.)
* Fixed the bug where the 'Choose Freeform Combo' dialog's combo preview would slide upward every time you opened it.
* Reset some of the default item data (Sword 1, Sword 2, Heart, Heart Container) in the default quest, fixing several dastardly bugs where these items killed Link or else didn't work.
* Fixed the bug where NES quest push blocks sometimes used CSet 9 incorrectly. Now, they only use CSet 9 in NES Dungeons while the related NES Fix quest rule is off.
* Secret Combos can now be accessed by pressing 'F5' in ZQuest, and reorganized the 'Screen' menu.
* Moved the Screen Data dialog around so all of the tabs fit on one screen.
* Moved the 'Is Flashing', 'Is Flickering' and 'Is Transparent' flags in the Enemy Editor to the previous tab, to separate the spawning flags from the other flags.
* The non-numpad +/- keys now work in RomView.
* Under the level 1 cheat, 'H' can now be used to refill hearts in addition to Numpad *, and 'M' can be used to refill magic in addition to Numpad for the benefit of laptop users.
(July 21, 2009) |