The Dink Network

More bugs I'm afraid

Epochs & Aeons: Part One

October 11th 2014, 12:20 AM
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Paul
Peasant He/Him United States
 
I just played Version v1.01, and I'm afraid I'm still encountering multiple bugs.

First it froze one time when I talked to the grave. I think one of the random "I'm scared" messages interrupted Dink during a say_stop(). You can use busy() to check for this.

Second the first time I played I was unable to collect the vines. They were missing when I went looking for them. Only guess is maybe It got messed up because I talked to them before it was time.

On the positive side, that was the best dark and spooky forest I've ever seen. Very cool. A few new sprites really liven things up.
October 11th 2014, 02:45 AM
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leprochaun
Peasant He/Him Japan bloop
Responsible for making things not look like ass 
Yikes. I must be cursed. I swear I'm never going to have a bug free release on anything I make. I'll fix this stuff eventually. Thanks for pointing them out.
October 15th 2014, 05:24 PM
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I also encountered many bugs. The game crashed in the forest once. Also, sometimes the darkness/lantern effect vanishes, and after that it never comes back again. When this happens, Dink can't talk anymore, either.

I wandered around in the forest for a time, but I couldn't find anything except the vine. (Actually I found the vine before ever speaking to Shiva, in case that's the problem?) I checked the map in the editor and found a screen with a green mushroom, but it's still disabled in the game, even though Shiva tasked me to find this stuff. Is that intentional?

As for the fifth of a pillbug? I could hit the pillbugs with a sword and they would split into smaller pillbugs, but I could never kill the entire pillbug, nor capture those small pillbugs, which appears to be the intention, looking at the scripts.

Using FreeDink to play this.

October 15th 2014, 06:50 PM
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twp
Ghost They/Them
 
I also found the vines and the mushroom. I think I was able to pick them up, since they disappear, but did not show up in the item collection.
I am not able to open the chest, after talking to Shiva. Based on prior comments, I assume that would give me a sword???
October 16th 2014, 12:41 AM
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leprochaun
Peasant He/Him Japan bloop
Responsible for making things not look like ass 
The game crashed in the forest once. Also, sometimes the darkness/lantern effect vanishes, and after that it never comes back again. When this happens, Dink can't talk anymore, either.

The only time the game has ever crashed for me is when I've played it on HD. I don't know why the lantern is disappearing for you or why Dink can't talk after it does.

I checked the map in the editor and found a screen with a green mushroom, but it's still disabled in the game, even though Shiva tasked me to find this stuff. Is that intentional?

Nope. That shouldn't happen. There's no reason for that to happen. Nope nope nope. No idea what's causing that one.

I could hit the pillbugs with a sword and they would split into smaller pillbugs, but I could never kill the entire pillbug, nor capture those small pillbugs, which appears to be the intention, looking at the scripts.

You don't need to kill it. Dink should say something like "I got a fifth of a pillbug" when it happens. If you touch another small one he'll say something like, "I don't need anymore bugs". He'll only say this the first time you break a pillbug apart though.

Using FreeDink to play this.

I don't experience the problems you mentioned in v1.08 so maybe they're freedink specific? That seems rather unheard of though. I honestly have no idea what's causing any of the problems you've found.

I also found the vines and the mushroom. I think I was able to pick them up, since they disappear, but did not show up in the item collection. I am not able to open the chest, after talking to Shiva.

Yeah I didn't create inventory graphics for them. It didn't feel totally necessary. Not sure why you can't open the chest. Are you trying to hit it open or did you talk to it? Because it should open if you talk to it. If it doesn't- well that's another problem to add to the list of things I don't know how to fix.
October 16th 2014, 07:42 AM
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You don't need to kill it. Dink should say something like "I got a fifth of a pillbug" when it happens. If you touch another small one he'll say something like, "I don't need anymore bugs". He'll only say this the first time you break a pillbug apart though.

That part may actually have worked correctly, although I think it would be clearer if the "Eck I don't need anymore bugs!" line always played after you're done collecting them. I don't remember getting the message about collecting a pillbug, but I may have missed it due to the random panic dialogue interrupting it, or me being just on the edge of escaping the screen when one of them bit me, or something to that effect.

With the two other ingredients, they have a pretty bad variable problem. To be able to push Shiva, &uni5 needs to be at 3. If you collect the vines or mushroom early, however, it only sets &uni2/&uni1 to 1, but doesn't increment &uni5. And you can not interact with the vines/mushroom again, so you're screwed. This is probably what happened to me, since I wandered the forest a fair bit before reaching the cabin... Checking my variables with the console seems to confirm: &uni1 = 1, &uni2 = 1, &uni3 = 1, &uni5 = 1.
October 16th 2014, 06:19 PM
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twp
Ghost They/Them
 
Re the chest, I both hit it and 'talked' to it, with no effect.
Dink says the standard comments about not being allowed to hit things etc. The chest remains closed. I'm using freedink under Linux...
October 16th 2014, 08:31 PM
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leprochaun
Peasant He/Him Japan bloop
Responsible for making things not look like ass 
Re the chest, I both hit it and 'talked' to it, with no effect.
Dink says the standard comments about not being allowed to hit things etc. The chest remains closed. I'm using freedink under Linux...


Apparently this dmod has loads of problems with freedink and I don't know why. If the issues you're experiencing are in version 1.01 then I have no idea what's causing them. If it's in version 1.00 I do. And you can fix that by using v1.01 instead.
October 16th 2014, 10:15 PM
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Paul
Peasant He/Him United States
 
I had the vanishing darkness and inability to talk thing too. I didn't mention it because I wasn't sure if I'd done something weird to cause it. But it seemed to happen after I visited the screen to the left of Shiva's house.

This was in 1.01 and Dink 1.08.

P.S. I'm dealing with an extremely strange bug myself right now so I know how you feel.
October 17th 2014, 06:10 AM
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Beuc
Peasant He/Him France
 
If you really think there's an issue in FreeDink, send me a savedgame and how to try and reproduce the issue, and I'll have a look.
October 17th 2014, 07:00 AM
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Beuc
Peasant He/Him France
 
Having a quick run at it, I can see 2 issues:
- s2-vine.c doesn't seem to desactive itself properly: if I talk again to the rock where the vine stood (without leaving the screen), Dink says again "I think these are vines." and more importantly increments the "uni5" var again.
- n-night scripts are piling up and taking all 250 vars eventually (I see there's no kill_this_task() there) - at that point the game begins to seriously break with no more lantern effect and such.
October 17th 2014, 10:08 AM
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Yeah, Leprochaun. Your scripts are kinda a mess.

s2-vine.c:
///Script for harvestable vines

void main(void)
{

If &uni2 is not 0, disable sprite:
if(&uni2 != 0)
{
sp_nodraw(&current_sprite, 1);
sp_active(&current_sprite, 0);
}
}

void talk(void)
{
sp_script(1, " ");


Story should be at one if we haven't spoken to Shiva yet. This if check sets &uni2 to 1, but DOESN'T increment &uni5. In the main proc, you disable the sprite if &uni2 is something other than 0. Therefore, the player can never talk to this sprite again, and never increase &uni5. This is the problem I ran into:
if(&story == 1)
{
freeze(1);
say_stop("This looks neat.", 1);
wait(200);
say_stop("I hope nature won't mind me taking it.", 1);

&uni2 = 1;
}


This, on the other hand, is the problem Beuc mentioned. It increments &uni5 by 1, but only checks for &story. In the end of the script, you only turn the sprite invisible rather than killing it. Therefore you can talk to the sprite repeatedly as long as you don't leave the screen, and increment &uni5 as many times as you like:

if(&story == 2)
{
freeze(1);
say_stop("I think these are vines.", 1);
&uni2 = 1;
&uni5 += 1;
}

unfreeze(1);
sp_nodraw(&current_sprite, 1);
}