The Dink Network

Missing Graphics

Skeleton S

August 29th 2012, 09:02 PM
anon.gif
Absolution
Peasant They/Them
The Dark Lord of the DN. 
I'm not entirely sure if it's Skeleton S doing this or if it has anything to do with faults in the Skeleton's .ini, but I've come across quite a few missing graphics.

Here's what I'm missing:

-Dink's death sequence.
-Grains.
-Dink's feeding sequence.

Any idea what's causing this? I kind of need Dink's death sequence.
August 29th 2012, 09:05 PM
knightg.gif
DackFight
Peasant He/Him United States
Making Topics off-track faster then you can say it 
for what I may ask and I can't quite help just saying
August 29th 2012, 09:22 PM
spike.gif
Wow, that sucks. Don't ever use Skeleton S again, I suppose.
August 29th 2012, 09:30 PM
milder.gif
duckhater
Peasant He/Him India
From The Depths Of Tartarus Itself 
Try downloading another skeleton and copy&pasting into the old one? If that works...
August 29th 2012, 09:39 PM
anon.gif
Absolution
Peasant They/Them
The Dark Lord of the DN. 
I highly doubt I can use a new Skeleton, and even then, which one would I use?

August 29th 2012, 09:42 PM
anon.gif
Absolution
Peasant They/Them
The Dark Lord of the DN. 
Dink's death sequence is replaced by a slayer's. >_>
August 29th 2012, 09:44 PM
anon.gif
Absolution
Peasant They/Them
The Dark Lord of the DN. 
Know what?

Nevermind.

The whole dang thing is glitchy.

Death sequences. None of them work. When a monster dies, it vanishes. When Dink dies, he either vanishes or turns into a dead slayer.

Sometimes screens scroll, most of the time, they just instantly change.
August 29th 2012, 10:06 PM
wizardg.gif
Leprochaun
Peasant He/Him Japan bloop
Responsible for making things not look like ass 
The pig feed problem?

I ran into that problem a while ago. Does Dink just throw air?

I asked Pillbug about that. This is what he told me.

"That's a problem with the graphics. The .ini of Skeleton B doesn't include them for some reason.

Find these lines in the .ini:

load_sequence graphics\seed4- 430 150
load_sequence graphics\seed6- 431 150

And replace them with:

load_sequence graphics\effects\seed\seed4- 430 150
load_sequence graphics\effects\seed\seed6- 431 150
"

I don't know about the death sequence bugs. The skeletons are different for these, so that fix might not work anyways.
August 30th 2012, 12:08 AM
custom_msdink.png
MsDink
Peasant She/Her New Zealand
Tag - Umm.. tag, you're it? 
Shameless flaunt

Worth a try if the other is missing. Its the start of a dmod and if u havent got too far u can transfer things over cause everything is in that skele - cant remember which i used tho sorry

or just ignore me and carry on lol
August 30th 2012, 02:29 AM
dinkdead.gif
I always use Skeleton S... Apart from the pig feed graphics, I don't think the other problems are caused by it.
August 30th 2012, 11:15 AM
custom_marpro.png
Marpro
Peasant He/Him bloop
 
Sometimes screens scroll, most of the time, they just instantly change.

I've also experienced this, but I used 'Skeleton B' (from what I can recall).
August 30th 2012, 06:26 PM
pillbug.gif
Pillbug
Peasant He/Him United States
Love! True love! 
The only time I've experienced the instant screen change bug is with Skull's "Hotel of the Middle Night", and I have no idea what was causing it. Also, I've used Skeleton S before and I haven't had any problems with the death sequences. Since you're having so much difficulty you could copy the .ini, graphics, scripts and map.dat into a new skeleton.
August 30th 2012, 08:08 PM
wizardg.gif
Paul
Peasant He/Him United States
 
I don't see how that would help when the ini is the part that controls what graphics are loaded. If something is wrong, it's in there.
August 30th 2012, 09:15 PM
anon.gif
Absolution
Peasant They/Them
The Dark Lord of the DN. 
August 30th 2012, 09:17 PM
pillbug.gif
Pillbug
Peasant He/Him United States
Love! True love! 
Sorry, I wrote that in haste. I meant that he should copy the .ini from a fresh skeleton, and add in the lines needed for any new graphics he added.
August 30th 2012, 09:18 PM
anon.gif
Absolution
Peasant They/Them
The Dark Lord of the DN. 
Bah, why would a Skeleton's default .ini randomly change itself?
August 31st 2012, 01:34 AM
spike.gif
I can't think how it could. The .ini in Skeleton B is ducked by default, and at least Dink's death seq is definitely missing from Skeleton S to begin with as well.

You can just as well copy the lines from original Dink's dink.ini, though.
August 31st 2012, 01:50 AM
anon.gif
Absolution
Peasant They/Them
The Dark Lord of the DN. 
Yes, that did the trick.

Someone ought to fix Skeleton S.
August 31st 2012, 01:54 AM
anon.gif
Absolution
Peasant They/Them
The Dark Lord of the DN. 
Ooh, now the entire main menu has been ruined.

And enemies still vanish upon death!

Ooh, I do love how many problems Dink causes!
August 31st 2012, 02:24 AM
spike.gif
Ooh, now the entire main menu has been ruined.

You probably overwrote the .ini lines for the title screen stuff. Looks like Skeleton S loads graphics in numerical order, so they're just in the middle of there somewhere.

Copy these to the end of the dink.ini, and the title screen ought to work:

load_sequence_now graphics\but1- 192 BLACK
load_sequence_now graphics\but2- 193 BLACK
load_sequence_now graphics\but3- 194 BLACK
load_sequence_now graphics\title- 453
SET_SPRITE_INFO 453 2 291 210 -109 -29 109 29
SET_SPRITE_INFO 192 1 75 20 -75 -20 75 20
SET_SPRITE_INFO 192 2 75 20 -75 -20 75 20
SET_SPRITE_INFO 193 1 75 20 -75 -20 75 20
SET_SPRITE_INFO 193 2 75 20 -75 -20 75 20
SET_SPRITE_INFO 194 1 75 20 -75 -20 75 20
SET_SPRITE_INFO 194 2 75 20 -75 -20 75 20

And enemies still vanish upon death!

There's nothing so badly wrong with any of the .inis that they should cause this, at least not for multiple types of monsters... If you have custom monster scripts, try using the default ones from original Dink instead to see if those work. Also, try to play Original Dink/some other dmod, to see if the death animations have somehow become ducked on a general level.
August 31st 2012, 03:56 AM
custom_skull.gif
Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
The only time I've experienced the instant screen change bug is with Skull's "Hotel of the Middle Night", and I have no idea what was causing it.

I think it has something to do with either changing the screen via a script or fading the screen up/down. I don't really know what in these commands could cause it, but it has always happened to me after a cutscene with a fade up/down and a screen change.
August 31st 2012, 05:50 AM
pq_knight.gif
ExDeathEvn
Peasant He/Him New Zealand rumble
"Skinny Legend" 
The only time I've experienced the instant screen change bug is with Skull's "Hotel of the Middle Night", and I have no idea what was causing it.

I think it has something to do with either changing the screen via a script or fading the screen up/down. I don't really know what in these commands could cause it, but it has always happened to me after a cutscene with a fade up/down and a screen change.


I've had similar trouble, though whether or not the same cause is relevant for my FoD mod or not is unknown.
February 13th 2015, 06:25 AM
peasantmp.gif
Skurn
Peasant He/Him Equatorial Guinea duck bloop
can't flim flam the glim glam 
Reviving this just to say that none of the skeletons for download are complete. Skeleton B has ducked up hardness and the water to land borders have some missing hardness and it's also white hardness.

Skeleton S is apparently missing several graphics and has a nonexistent sound file.

So if someone could make a complete, non glitchy Skeleton and remove the ones we have, that would be really good. It's kind of really important to have a complete skeleton.
February 13th 2015, 02:28 PM
custom_coco.gif
CocoMonkey
Bard He/Him United States
Please Cindy, say the whole name each time. 
I agree, having a skeleton that you could just use and not have to fix would be great. Unfortunately, there's currently a rule against uploading a new skeleton.
February 13th 2015, 03:50 PM
peasantmp.gif
Skurn
Peasant He/Him Equatorial Guinea duck bloop
can't flim flam the glim glam 
Wat

Well, no problem. Let's take that rule and push it somewhere else!

Then put it back there when we get a complete skeleton.
February 13th 2015, 03:55 PM
spike.gif
I actually created a skeleton a few years back. I was pretty bummed out to find out that ALL skeletons on this site have some utterly appalling changes from original Dink, like removed graphics. I didn't quite finish it to perfection; there's a surprisingly huge amount of things that COULD be improved, for a file that supposed to be just bare bones. (Basically cleaning up all the crap. Duplicate dink.ini lines, wrong depth dots/hard boxes, wasted slots in hard.dat, etc.)

Anyway, I uploaded my skeleton on Dropbox: ZELETON

EDIT: Now with added dink.dat and map.dat. WDE doesn't seem to take kindly to lacking those, screwing up hardness, crashing the editor and such. Needing to have an existing screen, rather than letting the author decide which screen to start on, kind of sucks though.

Nothing should be missing, except the original title screen buttons, which have been commented out in the dink.ini (and so easy to add back). I also added missing graphics from original Dink, which weren't even loaded in the original game (like the boomerang), and added them in dink.ini, but they're commented out by default. Same for sounds that exist in original Dink, but weren't loaded in start.c. Also added frame_specials for the purple bonca, but those are commented out by default, too. (Some people might not like that change.) I added a preview.bmp for the dmod, 'cuz a lot of people probably don't even know you can do that.

Other than that, I just cleaned up the scripts (die semicolons), and changed some comments to be more helpful. I added some new comments, too (mostly in the dink.ini, IIRC), but not many; I hate that shit.
February 14th 2015, 02:06 PM
dragon.gif
Quiztis
Peasant He/Him Sweden bloop
Life? What's that? Can I download it?! 
Sweet, any data on how much hard disk drive space are we saving now that those semicolons are dead?
February 15th 2015, 11:39 AM
goblins.gif
At least one KILLabyte. Maybe.