The Dink Network

Updated File: GNU FreeDink

October 23rd 2014, 03:27 PM
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Hot on the heels of the last DFArc 3 update comes a new version of Beuc's FreeDink project.

This version is apparently not yet better than sliced bread, but it's getting close! Better than sliced buns, I guess.

There are some fixes and two new translations for the engine strings. Did you know, this is now translated into 22 different languages!

And speaking of foreign languages, here's the source code.

November 8th 2014, 05:19 PM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
Awesome! FreeDink really is the way to go. 1.08 is really sluggish on my system, but FreeDink is silky smooth.

Two things though:
- Is there any way to play mp3s using FreeDink?
- Are custom fonts going to be implemented?
November 9th 2014, 12:26 AM
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yeoldetoast
Peasant They/Them Australia
LOOK UPON MY DEFORMED FACE! 
Use Ogg Vorbis instead.
November 9th 2014, 05:33 AM
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Beuc
Peasant He/Him France
 
Hi,

- Is there any way to play mp3s using FreeDink?

What yeoldetoast said

The use of MP3 decoders is particularly annoying due to software patents issues. Technicolor requests $2.500 per game and threatens with lawsuits. GNU/Linux distros such as Fedora drop MP3 support because of this. Ogg Vorbis on the other hand it can be freely use without restrictions, and even DinkHD uses it. So just convert the MP3 you want to use to Ogg Vorbis and voilĂ 

- Are custom fonts going to be implemented?

DinkC's "initfont" is implemented already (if that's what you mean?).
November 9th 2014, 05:43 PM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
Thanks for the reply. Yes, I mean the "initfont" function. I have changed the font in start.c. It does work in 1.08, but it doesn't work for me in FreeDink...
November 10th 2014, 12:51 AM
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It seems to work with some fonts, but not others. For example, "calibri" works on both Freedink and original Dink, while "cambria" only works on original Dink. (Both default Windows fonts, I think)

Since we're talking about fonts, it would also be pretty awesome if the game looked for them in the dmod folder, rather than only in the Windows fonts folder - that way, you could easily add custom fonts, and ensure that whoever plays the game will have the font on their computer.
November 10th 2014, 03:03 AM
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CocoMonkey
Bard He/Him United States
Please Cindy, say the whole name each time. 
As it is, initfont hardly ever results in an actual different font being seen by the player.

Of course, that can be a good thing. I think I set the font to Ravie in "Crossroads."