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Home Page: http://www.solarus-games.org
License: Other
This repository was moved to GitLab: https://gitlab.com/solarus-games/zsdx
Home Page: http://www.solarus-games.org
License: Other
Counters with maximum value are green in the HUD (rupee counter, item icons) but not in the inventory pause menu.
When you change the language in the options from the selection menu, empty savegame slots are not updated, they say "Empty" with the previous language.
Affects version 1.5.1.
In the outside world B3 map, just north-west of Billy's cave, a cliff has a slightly incorrect tile.
I'm stuck in the dungeon 3 room where you find the boss key. There's a hidden switch, but pressing it doesn't open the door.
After quitting I noticed that this error message was printed on the console. I'm not sure if it's related.
Error: In on_opening_transition_finished(): [string "maps/41.lua"]:108: attempt to index local 'destination' (a nil value)
I've uploaded the save file here:
https://gist.github.com/pdewacht/5736890
There might be similar problems in other pause submenus too.
The following problems aren't fixed by my pull request:
Affects version 1.5.1.
In dungeons 5 and 8, it is possible that Agahnim stops doing any action after some time.
This bug happens rarely, thus is very hard to reproduce and to test it when it's fixed.
Being very close to Agahnim might a cause of the bug.
In dungeon 7, after the boss is killed and the dungeon is finished, if you come back to the boss room, the door closes and you are forced to save and quit the game.
I don't know if I do something wrong or whatever, but the boss (Poutroxor) room have some kind of graphical glitches with the background clouds.
The chain & ball seems completely stuck in its animation to a certain point. The animation never change, the distance is always the same between the ball and Khotor... Strange. I'm searching in the code of Khotor what's wrong, but I don't have any error prompted on the stdout or the stderr...
Little add : when the wall where the ball is "facing" is too close of Khotor, then the chain and ball don't follow Khotor and stay on its place until Khotor is going away enough of the wall...
The boss of dungeon 7 shoots blue flames. These flames should always disappear after their movement, but sometimes they just stay fixed.
Still affects zsdx 1.5.1 after a previous fix attempt.
After completing the dialog with the child in dungeon 4, the game locks up. The sound and animation keeps playing, but nothing happens. Even the pause key 'D' does not work. The victory sound does not play. Also, the agahnim dialog does not get displayed.
And of course, the game does not transition to the 'dark world'
The "Solarus Games presents" screen should have a fade-out transition effect.
The issue is in the room with the timed chest (north of 4F).
With a smart boomerang shoot, it is possible to activate the crystal switch at the south of this room so that the orange blocks are passed and the blue blocks are lowered. The other crystal switch in the west room (after a weak wall) becomes useless.
Here is how to shoot the boomerang. Start with orange blocks lowered. Place yourself north of the first weak wall, precisely aligned with the passage of this weak wall, and shoot the boomerang to the south. Run to the left (passing the orange blocks). When the boomerang gets back to you, it activates the crystal switch. The chest can now easily be obtained.
It also works by shooting the boomerang horizontally and running to the south.
I experienced lots of lag in Dungeon 8 on floor B2. This seems to be connected with the Lights Out game (the BRoom switches). It's not very bad with an optimal solution, but if you whack them a bit randomly, it should become obvious.
Make the animation of the Solarus logo instead of showing a fixed image.
This is with the git source as of 06-02-2013. After killing the main boss in dungeon 2, the door to the child opens, but I cannot move, and on the console I get an error something to the effect of "boss_killed_floor" is nil, in lua script maps/31.lua, line 228.
I can pause the game, and save it, and I can go through the dungeon to the main boss, and then can walk through the door to get the child dialog. Also, this may be unrelated, but after I do this, I cannot load this savegame because I get a segfault. This is on Mageia-3 x86_64 linux.
The cauldron near the big chest is walkable.
When the tail is hurt, it is not clear enough that the boss gets temporarily immobilized. We could:
We have this problem between dungeons 6 and 7 with the Iron Key, the Stone Key and the Wooden Key.
We should be able to add dialogs for this and without help from translators, using dialog "dungeon_5.prison_1_use_iron_key" as a model.
Affects version 1.5.1.
In the cave on the right of the waterfall of Lyriann, you have a mini-game where you have to open chests. If you open all of them in one exploration session, you have a Piece of Heart. If you take all the chests but one, you have around 80 rupees. You just save the game, quit, reload, you can open all the chests again. Around one minute per 80 rupees.
A related problem is the following: it may be unclear for the player that it's a puzzle. Especially when rupees are infinite. A solution to both problems is to make all these chests empty (except the last one with the piece of heart of course) but closed. And play the usual "puzzle solved" sound when opening each chest, to tell the player he's doing the right thing.
Even when no language is set in the settings file, the language selection menu does not appear.
After taking to Billy, the game crashes. Latest git pull (on 06-10-2013) compiled with Debug
[New LWP 13976]
[New LWP 13979]
[New LWP 13978]
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib64/libthread_db.so.1".
Core was generated by `../../solarus'.
Program terminated with signal 6, Aborted.
#0 0x0000003465234a65 in raise () from /lib64/libc.so.6
Missing separate debuginfos, use: debuginfo-install glibc-2.17-5.mga3.x86_64 lib64SDL1.2_0-1.2.15-4.mga3.x86_64 lib64SDL_image1.2_0-1.2.12-2.mga3.x86_64 lib64SDL_ttf2.0_0-2.0.11-2.mga3.x86_64 lib64aa1-1.4.0-0.rc5.25.mga3.x86_64 lib64asyncns0-0.8-5.mga3.x86_64 lib64dbus1_3-1.6.8-4.mga3.x86_64 lib64directfb1.6_0-1.6.2-3.mga3.x86_64 lib64flac8-1.2.1-13.mga3.x86_64 lib64freetype6-2.4.11-2.mga3.x86_64 lib64ggi2-2.2.2-19.mga3.x86_64 lib64gii1-1.0.2-17.mga3.x86_64 lib64jbig1-2.0-6.mga3.x86_64 lib64jpeg8-1.2.1-4.mga3.x86_64 lib64json2-0.11-0.3.mga3.x86_64 lib64lua5.1-5.1.5-2.mga3.x86_64 lib64lzma5-5.1.2-0.alpha.3.mga3.x86_64 lib64modplug1-0.8.8.4-3.mga3.x86_64 lib64ncurses5-5.9-10.mga3.x86_64 lib64ncursesw5-5.9-10.mga3.x86_64 lib64ogg0-1.3.0-2.mga3.x86_64 lib64openal1-1.15.1-3.mga3.x86_64 lib64physfs2-2.0.3-1.mga3.x86_64 lib64png15_15-1.5.13-2.mga3.x86_64 lib64pulseaudio0-3.0-7.mga3.x86_64 lib64pulsecommon3.0-3.0-7.mga3.x86_64 lib64readline6-6.2-7.mga3.x86_64 lib64slang2-2.2.4-7.mga3.x86_64 lib64sndfile1-1.0.25-2.mga3.x86_64 lib64tiff5-4.0.3-4.mga3.x86_64 lib64vorbis0-1.3.3-3.mga3.x86_64 lib64vorbisenc2-1.3.3-3.mga3.x86_64 lib64vorbisfile3-1.3.3-3.mga3.x86_64 lib64wrap0-7.6-43.mga3.x86_64 lib64x11_6-1.5.0-4.mga3.x86_64 lib64xau6-1.0.7-2.mga3.x86_64 lib64xcb1-1.9-3.mga3.x86_64 lib64xcursor1-1.1.13-3.mga3.x86_64 lib64xdmcp6-1.1.1-3.mga3.x86_64 lib64xext6-1.3.1-2.mga3.x86_64 lib64xfixes3-5.0-4.mga3.x86_64 lib64xrandr2-1.4.0-3.mga3.x86_64 lib64xrender1-0.9.7-3.mga3.x86_64 lib64xxf86dga1-1.1.3-2.mga3.x86_64 lib64zlib1-1.2.7-7.mga3.x86_64 libgcc1-4.7.2-7.mga3.x86_64 libstdc++6-4.7.2-7.mga3.x86_64
(gdb) bt
#0 0x0000003465234a65 in raise () from /lib64/libc.so.6
#1 0x00000034652360c8 in abort () from /lib64/libc.so.6
#2 0x00000000004b03a4 in Debug::die (error_message="No such Lua callback (function expected, got number)") at /home/stevebr/devel/games/zelda-solarus/solarus-20130610a/include/lowlevel/Debug.h:103
#3 0x00000000004bbca2 in LuaContext::push_callback (this=0xcad0a0, callback_ref=24) at /home/stevebr/devel/games/zelda-solarus/solarus-20130610a/src/lua/LuaContext.cpp:670
#4 0x00000000004bbb15 in LuaContext::do_callback (this=0xcad0a0, callback_ref=24) at /home/stevebr/devel/games/zelda-solarus/solarus-20130610a/src/lua/LuaContext.cpp:654
#5 0x00000000004cf603 in LuaContext::update_timers (this=0xcad0a0) at /home/stevebr/devel/games/zelda-solarus/solarus-20130610a/src/lua/TimerAPI.cpp:207
#6 0x00000000004ba1be in LuaContext::update (this=0xcad0a0) at /home/stevebr/devel/games/zelda-solarus/solarus-20130610a/src/lua/LuaContext.cpp:176
#7 0x00000000004aa719 in MainLoop::update (this=0x7fff8f46d240) at /home/stevebr/devel/games/zelda-solarus/solarus-20130610a/src/MainLoop.cpp:274
#8 0x00000000004aa4e7 in MainLoop::run (this=0x7fff8f46d240) at /home/stevebr/devel/games/zelda-solarus/solarus-20130610a/src/MainLoop.cpp:174
#9 0x00000000004a9e0b in main (argc=1, argv=0x7fff8f46d378) at /home/stevebr/devel/games/zelda-solarus/solarus-20130610a/src/lowlevel/Main.cc:63
(gdb) list
665 void LuaContext::push_callback(int callback_ref) {
666
667 push_ref(l, callback_ref);
668 if (!lua_isfunction(l, -1)) {
669 Debug::die(StringConcat() << "No such Lua callback (function expected, got "
670 << luaL_typename(l, -1) << ")");
671 }
672 }
673
674 /**
(gdb) p l
$1 = (lua_State *) 0xcf19f0
(gdb) p callback_ref
$2 = 24
After hurting Arbror, he will never snap out of his vulnerable state. stop_vulnerable is setup to be called from a timer, but the engine cancels all timers when an enemy is hit.
Don't know why... It seems the "on_activated" don't work, because if you fail the switches are not going back and if you success the chest is not displayed... But the code seems correct... (map 31.lua)
The .tar.gz archive available to download should include the build/ directory, in particular for the game icon.
When the world became the Dark world, there are some altered details (bridge, dungeon ...).
Maybe update the pause menu's map could be a good idea.
Got an error (not fatal). From the line, it's on the map:on_started but I don't know why I didn't get this error before. It's appearing only when I fall in the hole leading to the boss room on 1F. It's because there is no more the argument "destination" on the map:on_started function, but I don't know how to get the destination the hero came from so...
Error: In on_started(): [string "maps/31.lua"]:147: attempt to index local 'destination' (a nil value)
Pressing the item command repeatedly with an item like bombs when you have no more bombs results int the sound "wrong" played many times, and it is too loud.
In languages/en/images/action_icon.png, replace "Infos" by "Info".
There is no reason to prevent the player from getting back into the cave. It's just annoying for him.
In the room south of the long room with a large hole, there is a strange tiles above the wall you have to explode : tile position 464x1,552 size 96x8. It's breaking the pattern of the upper wall.
If you have the 3rd sword, it takes only 6 hits (or 3 if you use pegasus boots) to kill Ganon. When the first phase is finished, visually when the 4 floors are down, Ganon stay on the first phase for one more block to throw.
It's because in the code, line 135 of ganon.lua, the condition is "<=" and not "<". So, when the 4th floor is collapsing, the phase stay on 1 and Ganon still have 1000000 HP.
If you do the boss without touching him during the 5 first throws, and attack him only after the 6th thrown, he will die after 6 sword basic attack. If you attack him before, the damages are not counted.
De Kegnarok :
J'ai remarqué aussi quelques bugs quand on essaie de changer la touche du joystick dans le menu, on appuie sur action puis le bouton qu'on veut utiliser mais là rien ne change. Pourtant ma manette a l'air reconnue par le jeu puisque je peux me déplacer.
cmake tries to archive files from all directories, not only data/.
(Bug report from Lee.)
Zelda Solarus DX on AmigaONE XE/G4.
The game will crash and freeze the computer upon the grid-floor disappearing.
Even if I put new colors, it rest green :/
Oh, and the Dungeon 9 have a glitch, the torch which must be lit by the lantern to see a path in the dark don't work ...
Precision problem with the sprite of the hero when hitting a wall while running to the north.
Once I talked to him without having the 6 apples, it's impossible to re-talk to him with the apples in my bag. In stderr I have :
Error: In on_interaction(): [string "maps/19.lua"]:17: bad argument #2 to 'start_dialog' (function expected, got nil)
I looked at the code but I was unable to understand why it is not ok... The name of the function is good. Is it because you can't name explicitly a function ?
When shooting an arrow at the c_water_switch, the camera moves, and the sound for water flowing plays, but the water does not actually drop.
I don't know if I canceled his first attack or what, but I didn't see any red flames for a while (I shoot him 6 arrows before his first attack), but on his first attack the game crashed :
Fatal: Error: an entity with name 'boss_son_1' already exists.
After a rerun, I didn't attacked him and the first attack (around 3 seconds) crashed the game. Don't know why the flames persists and already exists... I don't see any flames by the way, so impossible to know when they are created.
When selectiong Save and Continue after the GameOver Screen, No hud is displayed, but the game continue.
It only works with a tolerance of 3 pixels:
http://youtu.be/mIzyKt8S7Yw?t=3m40s
With a screen of 400*240 (OpenPandora), the final room has white side bars and the camera movement is incorrect.
SDL_ttf 2.0.12 seems to have a regression which trigger error when trying to load our font file fixed8.fon.
zsdx quest crahes on :
Fatal: Cannot load font from file 'text/fixed8.fon': Couldn't set font size
[1.6.2]
If you defeat Ganon with too low health, there is no beeping sound with the Credits part, but it is still playing at the final screen.
Even if the player has the compass, the minimap menu no longer displays the boss and the chests.
Music in .it format are lighter to decode at runtime. And we are now able to convert them without losing quality. Once this is done, performance will be significantly improved.
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