drone1400's Profile
Used to play DMODs back in 200X, then took a break from Dink for over a decade. Lurked but never registered, until recently...
evil.vasile@gmail.com
http://github.com/drone1400
Private Message
Hey, nice timing!
We were just talking in a newly released DMOD thread about some BIG Freedink bug in 109.6, on 64 bit linux releases. http://www.dinknetwork.com/forum.cgi?MID=207767&Posts=60
Long story short, ghostknight discovered that the code uses "long" instead of "int" in some places and this leads to some things breaking when passing function parameters.
To start with, check line 50 in dinkc.cpp
I'm not at my freedink computer right now, but I remember there being other instances of misusing long instead of int too. Check out ghostknight's post in that thread, and I'll get back to you later with whatever else I can find.
I'm pretty sure that there shouldn't be *any* longs at all, since I don't think dink was developed with 64bit variables in mind. Most likely, I imagine that any use of "long" is some old legacy code where Seth wanted to make sure 32bit values were used instead of 16bit values...
There is one more REALLY annoying thing that we'd all be really happy if someone fixed it, but it's not exactly a bug or related to any of this, just a quality of life thing: When Freedink switched to SDL2, there was a change in the SDL code that causes "DEBUG: Surface doesn't have a colorkey" to be spammed to the debug console stream. This effectively floods the debug log and the onscreen debug info in the game. Beuc talked about this in this issue: https://github.com/libsdl-org/SDL/issues/2909
I don't know if this can be fixed by modifying calls to SDL_GetColorKey in some way, or it needs a custom SDL2 build where the debug message change gets reverted...
We were just talking in a newly released DMOD thread about some BIG Freedink bug in 109.6, on 64 bit linux releases. http://www.dinknetwork.com/forum.cgi?MID=207767&Posts=60
Long story short, ghostknight discovered that the code uses "long" instead of "int" in some places and this leads to some things breaking when passing function parameters.
To start with, check line 50 in dinkc.cpp
/* store current procedure arguments expanded values of type 'int' (see get_parms) */ static long nlist[10];
I'm not at my freedink computer right now, but I remember there being other instances of misusing long instead of int too. Check out ghostknight's post in that thread, and I'll get back to you later with whatever else I can find.
I'm pretty sure that there shouldn't be *any* longs at all, since I don't think dink was developed with 64bit variables in mind. Most likely, I imagine that any use of "long" is some old legacy code where Seth wanted to make sure 32bit values were used instead of 16bit values...
There is one more REALLY annoying thing that we'd all be really happy if someone fixed it, but it's not exactly a bug or related to any of this, just a quality of life thing: When Freedink switched to SDL2, there was a change in the SDL code that causes "DEBUG: Surface doesn't have a colorkey" to be spammed to the debug console stream. This effectively floods the debug log and the onscreen debug info in the game. Beuc talked about this in this issue: https://github.com/libsdl-org/SDL/issues/2909
I don't know if this can be fixed by modifying calls to SDL_GetColorKey in some way, or it needs a custom SDL2 build where the debug message change gets reverted...
drone1400 has released 7 files
| Title | Category | Avg | Updated |
|---|---|---|---|
| WinDinkEdit Plus 2 Drone Edition (Source Code) | Development, Source | N/A | August 12th, 2025 |
| WinDinkEdit Plus 2 Drone Edition | Development, Utility | 9.9 | August 12th, 2025 |
| WinDinkEdit Plus 2 Drone Edition (XP release) | Development, Utility | N/A | August 12th, 2025 |
| Martridge - the DMOD wizard - source code | Source, Frontend, Utility | N/A | June 3rd, 2025 |
| Martridge - the DMOD wizard | Frontend, Utility | N/A | June 3rd, 2025 |
| Dink Blender Template | Development | 9.5 | August 17th, 2024 |
| Dink engine sprite rendering resize tests | Development, Miscellaneous | N/A | February 15th, 2023 |
drone1400 has written 11 reviews
| Title | File | Type | Score | Date |
|---|---|---|---|---|
| Cool trailer | Other World (The) | Featured | 8.0 | August 12th, 2025 |
| Quack 2! | Revenge of the Ducks 2 | Featured | 8.0 | August 12th, 2025 |
| Quack 3 | Revenge of the Ducks 3: Enter the Smallwood | Featured | 7.0 | August 12th, 2025 |
| Starts off strong but the 2nd half of it feels rushed | Dink V. Zagor | Featured | 5.5 | August 11th, 2025 |
| A difficult but enjoyable DMOD | Spy Number 13 (The) | Featured | 8.0 | August 5th, 2025 |
| Kept us waiting huh? | Necromancer | Featured | 9.8 | March 29th, 2025 |
| An unexpected adventure! | Adventurer's Adventure | Featured | 8.5 | August 4th, 2024 |
| A lovely skeleton | Skeleton Gelatin | Normal | 9.9 | October 28th, 2023 |
| The 3D Models?! | Dink Smallwood Original 3ds Max Models | Normal | 9.5 | October 21st, 2023 |
| It's a really good DMOD and you should play it! | Periculo Island | Featured | 9.6 | October 21st, 2023 |
| The Source! | WinDinkedit Plus 2 Source | Normal | 9.9 | October 21st, 2023 |
drone1400 has taken 13 screenshots
| Screenshot | File | Date |
|---|---|---|
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Other World (The) | August 12th, 2025 |
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Other World (The) | August 12th, 2025 |
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Martridge - the DMOD wizard | June 3rd, 2025 |
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Martridge - the DMOD wizard | June 3rd, 2025 |
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Martridge - the DMOD wizard | June 3rd, 2025 |
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Martridge - the DMOD wizard | June 3rd, 2025 |
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Trees, Tiles and Rocks | August 23rd, 2023 |
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Periculo Island | May 28th, 2022 |
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Periculo Island | May 28th, 2022 |
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Periculo Island | May 28th, 2022 |
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Periculo Island | May 28th, 2022 |
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Periculo Island | May 28th, 2022 |
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Periculo Island | May 28th, 2022 |

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