The Dink Network

DinkHD 1.8.7 - Status Issues

October 6th, 11:07 PM
King Male United States xbox steam bloop
A mother ducking wizard 
DinkHD 1.8.7 (and, quite likely, earlier versions) have several issues related to 'status' (i.e. good ol' magic, health, experience, all that jazz).

I created a dumb D-Mod to show the differences clearly. I did so (and am doing so) after a bit of wine, whiskey, and vodka, so if this doesn't actually so anything intelligible, I'll try to fix it tomorrow.

Here's the sample D-Mod:

1) Health changes are instantaneous in DinkHD, while they occur over time in v1.08. In v1.08 it is possible to have fatal damage, quickly equip a potion and use it to survive, while this will always result in a death in DinkHD.



2) Experience changes are instantaneous in DinkHD, and do not result in a 'ticking sound effect'. If a lot of experience is gained over a short amount of time in DinkHD, you can skip several levels.



3) Bringing up the DinkHD escape menu using shift-escape will always use the equipped magic spell. And, your magic will refill while the DinkHD escape menu is active.

October 7th, 06:33 AM
Peasant Male Japan
Wow, that's a pretty huge functionality difference. Will fix
October 8th, 06:04 AM
Peasant Male Australia
You feed the madness, and it feeds on you. 
Another thing that is still present that I think differs IIRC is the status bar vanishing on death in DinkHD. Just a minor issue, but causes stuff to be left in the black area where the status bar used to be, if extra stuff is drawn to the status bar by the dmod. Status bar vanishes, extra stuff drawn in status area remains.
October 8th, 08:39 PM
Peasant Male Japan
Yeah, the status bar drawing is because Dink HD has a fundamentally different way of updating the screen which causes the issues - the GL version starts with a blank screen every frame, where the original dink just draws on top of what was there. If I leave on status bar rendering I think it breaks certain other effects, so I have to be careful or I'll just oscillate between two different bugs.

What I should probably do is be rendering to an offscreen surface so I can properly emulate it, but unless I store the entire surface full state saves won't restore correctly in that case. Not sure the hassle is worth dealing with for now.