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petrie911

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petrie911 last won the day on April 3 2014

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  1. The one feature I always ask for in these things is the ability to edit map and scene files that have been extracted from the ROM. I find that this method is much better for development than editing whole ROMs at once.
  2. There's a way the forums could not only give him a separate signature, but also a separate avatar and username. It's called making an account.
  3. I would suggest looking harder at the room with the slope. Obviously you need to find a way to get there faster. What can you do to make your route shorter?
  4. My work in the water temple indicates that the current is part of the collision of the underlying polygons. There's a value in the collision type data that specifies its direction
  5. All right, new version up. This fixes the above problem as well as a few other minor bugs. It also fixes a significant bug on the N64 hardware that slipped through testing due to, you know, me not having a N64.
  6. A minor difficulty I've been having. (slight spoilers for Water Temple) http://www.youtube.com/watch?v=IVcEjlsu7Xw I suspect it has something to do with the fact that the room now takes up different space than it used to. Anyone know how to fix this? Also, anyone know an easy way to shift all the texture vertices in a room at once? I need to shift the textures for "Morpha's Room" behind the boss door downward so they match its new location. If there's no easy way to do that, is there an easy way to just turn them off?
  7. Well, it's released. Enjoy! Also, should this be in community projects? If so, I wouldn't mind it being moved provided the URL stays the same.
  8. This is actually a problem. There are informative topics here, especially in the modifications forum, that can't be linked to because people need to sign up to view them.
  9. I will admit, I wouldn't mind a way to get the Fire Temple v1.0 music into MQ (non-debug).
  10. This is a little something I've been working on for a couple years now. It's going to be a MQ-style mod of OoT, with dungeons completely remodeled but the overworld largely intact. I expect to complete all the dungeons, but it will take quite some time, so I'll be releasing a demo in the meantime. this demo consists of the Forest, Fire, and Water temples, which have been strung together such that completing Forest takes you to Fire, Fire to Water, and Water to the end of the demo. Each temple has been heavily modified to the point where it plays almost nothing like the original. In them, you will find complex puzzles, difficult fights, and tests of dexterity unlike anything in other Zelda games. Will you rise to the challenge? This mod can be played on any N64 emulator. For those of you with N64 flash carts, it can also be played on the N64 hardware. Unfortunately, it does not work in a VC WAD, so you'll have to use something like Wii64 if you want to play on the Wii. Here's the preview and here's the download link. The enclosed readme should tell you all you need to know. http://cloudmodding.com/zelda/petrie/files/patcher.zip UPDATED 3/5/2014
  11. Moving waterboxes and moving actors really need to be separate options. I've had so many times where I try to move the camera while moving actors and move a waterbox instead. Which, combined with the lack of undo, means I have to reload the map. Could you make it so that I don't have to close a scene before opening a new one? Also, a hotkey for opening a scene would be nice. Would it be possible to have the program look for the room file in the same directory as the scene file? Right now, if I open a scene in a different directory from the last one, when it pulls up the room dialog box, it's still in the old directory.
  12. Would it be possible to implement a feature where it will highlight all polygons with the same collision type?
  13. Neat. Should make it much more convenient to load files. On a different note, I will say that I miss UoT's object movement controls. But that might be just because I'm used to them. What does vertex color do, anyways?
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