The Dink Network

How to kill the green dragon?

Day of the Carcass

July 24th 2011, 02:23 PM
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anon
Ghost
 
It's pretty hard to kill because of the lag i get in that screen.

Already tried making david attack the small dragons, but it's difficult because they teleport all the time and the big dragon distracts him and forces him to retarget.

Also tried killing the small dragons with the bow girl, shooting ice arrow first, but then it's still hard because of the lag, the teleports and the normal arrows not making much damage.

Anyone got any tips here?

Still, this dmod is spectacular. Does anyone know if the author is still working on it?
July 24th 2011, 02:28 PM
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July 24th 2011, 04:51 PM
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anon
Ghost
 
Thanks, have read it, but decided to backtrack a bit and find powerups i missed.

In the house that has fubar written with blood, got the secret with the fireplace, but going in the hole, all the screen gets dark without fading up again. Dunno if it's a bug, but i modified a script to fade up again.
But i'm still stuck with the potions on the poles, i suppose it's a puzzle, but whatever order i take to pickup potions, the bow girl always gets frozen and nothing happens.

What am i doing wrong?
July 24th 2011, 08:25 PM
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anon
Ghost
 
Tried this puzzle again in v1.08 and it works fine.
The freezing problem happens in freedink because the loops in the script never finish, i suspect it has something to do with
sp_seq(&sprite, -1)
not returning the value well in freedink. Hope it gets fixed?

Now going to try the dragon
July 24th 2011, 08:47 PM
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anon
Ghost
 
Figured out the fade_up problem only happens also in v1.08, but unsure where or why
July 24th 2011, 08:50 PM
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anon
Ghost
 
My bad, in v1.08, it works fine; it's in freedink where it fails.
July 25th 2011, 08:34 AM
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Erwin
Peasant Male Netherlands xbox
Friendship is magic 
Hey, anon. I'm glad you like my D-Mod

I'm still working on a new version of the demo which should fix a lot of things and make it more complete. Here's the development thread for it. The new version should have better performance so there won't be any 'lag' during the boss fight.

I'm also glad to see someone managed to get the secret with the fireplace. I have no idea if anyone ever did

I only tested DotC in v1.08 so it probably doesn't work properly on anything else. I hope you can manage to beat the demo now.
July 25th 2011, 01:52 PM
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beuc
Peasant Male France
 
anon, can you tell me more about how sp_seq differs in FreeDink?
July 25th 2011, 05:20 PM
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anon
Ghost
 
Well, borrowing some code from the script pole5.c of this dmod:

if (&result == 1)
{
&fire_sec = 14;
&strength += 1;
&p2_strength += 1;
sp_strength(&p2, &p2_strength);
Playsound(10,22050,0,0,0);

int &apot = 0;
loop:
&apot = get_next_sprite_with_this_brain(6, 0, &apot);
int &crap = sp_seq(&apot, -1);


if i put something like:
say("&crap", 1);


sprite 1 says "-1", but i suppose it shouldn't.

Something similar happened in the dmod initiation, where if i killed the weapon dealer or the woman healer, i could still talk with the bench and the menu still appeared. Can't remember exactly the script code for it, but it went something like this:
int &crap = sp_pseq(&keeper, -1);
if (&crap == 0)
{
  return;
}


where &crap, in freedink, had the value of "-1".

Also, i asked another question in another thread, where i wanted to know which v1.08-only dinkc functions worked in freedink too, like load_palette and sp_custom, since i either don't know how to use, or i didn't manage to make them work in freedink.
If this helps at all, i'm using freedink from the archlinux aur.
Thanks
July 25th 2011, 05:28 PM
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anon
Ghost
 
Thanks erwin.
Well about the fireplace, the place seemed like it was hiding something, so i kinda "cheated" looking at scripts to see how to unlock it - sorry
About the dev thread, it's an interesting read, and seems to have a lot of plans of improvement. Please keep up the good work!
July 26th 2011, 01:33 PM
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beuc
Peasant Male France
 
Thanks for the info. I fixed the sp_seq bug here.
You should be able to test it using the freedink-git AUR package.

sp_pseq on the other hand looks alright. Are you sure it behaves wrongly?

To answer your question: GNU FreeDink supports every 1.08 functions.
July 26th 2011, 05:14 PM
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anon
Ghost
 
Thanks for your answer.
I was wrong in the initiation healer-bench script, it's actually like this:

void talk(void)
{
  &temp = sp_brain(&keep, -1);
  if (&temp == 0) return;
  
  //...
  //more code here
}


where &temp has the value of -1.
The weapons-dealer-bench doesn't even check first if the keeper's dead, or at least i think so.

Going to test with freedink-git a bit later.
July 26th 2011, 07:25 PM
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anon
Ghost
 
Sorry, i couldn't install the freedink-git package because it throws these errors:

undefined reference to `compute_curr_prefix'
undefined reference to `set_relocation_prefix'

Tried using yaourt, makepkg and tried compiling manually as the BUILD instructions said in the source-code package, all three giving the above error when using "make". i made sure gnulib is in /usr/src. Am i doing something wrong?
July 27th 2011, 06:28 PM
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beuc
Peasant Male France
 
Hi,

There seem to be an issue with the latest version of gnulib :/
I sent a message to the maintainers to get help.
You can work-around this issue by typing:
cd /usr/src/gnulib/
git checkout 59cb9127de519fa2db1c704045551ba447d6ffcb


As far as I can see, the code for sp_brain is pretty straightforward, it returns -1 only if &keeper is not a valid sprite.
If you have a savegame that I can test, I'm interested. You can send it at beuc@beuc.net.
July 27th 2011, 10:10 PM
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anon
Ghost
 
Thanks beuc!
The pole scripts in this dmod work properly in freedink now, even the fade_up in the secret cave works properly too.

About the sp_brain thingy of initiation, just tested it now in v1.08 and it actually behaves the same as in freedink, so i guess it's not freedink's fault, but the bench script. Sorry about this false alarm i made up.

Do you still want me to send you the savegame?
Thanks again
July 28th 2011, 02:24 AM
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beuc
Peasant Male France
 
I do not need to savegame since you checked that sp_brain behaves as expected.
Thanks for testing