The Dink Network

Updated Source Project: reDink v0.02

September 6th 2003, 05:42 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
I've updated reDink to v0.02. New additions include 3 bug fixes, 14 new DinkC commands, and an easy way for a D-Mod author to distribute reDink with their D-Mod.

Check the Comments for a full explanation of all additions.

Bug Fixes:
* v1.07 wasn't properly exited when you hit Alt-F4, this has been fixed (thanks Invertigo). However, this might also cause some weird problems for Win2k people, as it might take 15-20 seconds to close.
* All versions of Dink had a confusing time format in the load game screen. If you had played 2 hours and 5 minutes, it would say 2:5. Now it will say 2:05.
* The first water and fire tiles didn't animate. Thanks to SimonK for urging me to fix this bug.

General Improvements:
* There are two .exe's included: reDink.exe is a general dink.exe replacement, and reDmod.exe is an exe meant for D-Mod authors to put in the directory of their D-Mod. reDmod.exe doesn't try to update dinksmallwood.ini, doesn't allow the use of the -game parameter, and will try to run the D-Mod in the current directory instead of /dink. That way D-Mod developers don't have to worry about whether or not the player has reDink installed in order to use it. The player does have to be smart enough to run the included exe when prompted from within the game though. Thanks to SimonK for the suggestion.

DinkC Additions:
* get_compatibility(string value, int version); //PARTIALLY IMPLEMENTED. It is meant to check to see if the current exe supports a DinkC command or another feature, but to get it to work properly would take a long time. So for now, it only works with get_compatibility So do something like "int is_reDink = get_compatibility("get_compatibility",1);" and it will return 1 with reDink, but nothing with the regular Dink. More detailed information will be included in later versions of reDink.
* get_time_game(); //Returns the number of minutes that the engine thinks the game has been played. Please Note: this number isn't entirely accurate, and is based on the same number that's on the save/load game screens.
* get_time_real(); //Returns the number of minutes in the day. So if it is 3 pm, it will return '900'.
* get_date_year(); //Returns the current year, such as '2003'.
* get_date_month(); //Returns the current month, such as '9' for September.
* get_date_day(); //Returns the current day, such as '6' if it is the 6th.
* load_tile(string location, int tile_index); //Allows you to load a tile to replace an existing one. So to replace TS02 with TS03.bmp, just do load_tile("tiles\TS03.bmp",2);
* math_abs(int value); //Returns absolute value of value
* math_mod(int value, int modulo); //Returns (value % modulo)
* math_sqrt(int value); //Returns the square root of value
* math_sin(int value); //Returns the sine of the value
* math_cos(int value); //Returns the cosine of the value
* math_tan(int value); //Returns the tangent of the value
* set_save_game_info(char[78] value); //Default is "Level &level". Replaces that portion of the save game name with anything you want.
September 6th 2003, 06:10 PM
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trav666
Peasant He/Him
 
cool lol, keep it goin
September 7th 2003, 01:12 AM
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Beuc
Peasant He/Him France
 
That is a nice idea, it allows research on how to improve the Dink engine; a work that people at the Dink Project will be glad to add when they have finished their first cleaning&porting task.
Though... It may will be very hard to come back to a consistent Dink engine at that point, mainly because it is not possible to run custom dink.exe on other platforms.
September 7th 2003, 02:10 AM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
Heh, by being able to get the year, I can see a funky way to promote d-mods. Get the current year... += 1 and bingo! It will never reach it's release date, woohoo!
September 7th 2003, 04:25 AM
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Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
Neat, I like this source project already (as it's 'only' version v0.02)
September 7th 2003, 07:48 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
It may will be very hard to come back to a consistent Dink engine at that point, mainly because it is not possible to run custom dink.exe on other platforms.

You mean such as the purpose behind reDmod.exe? Yeah. reDmod is only intended to be a temporary solution to the distribution of improved dink.exe's. When get_compatibility is fully implemented, and TDP is released, then reDmod.exe will no longer be required.

Though... that assumes that reDmod.exe isn't modified by the D-Mod author... hrm.
September 7th 2003, 06:13 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Whoops, before now reDink v0.02 was compiled with the Introductory Edition of MSVC++, and annoyingly said so whenever you started the exe. This has been fixed.
September 7th 2003, 09:16 PM
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merlin
Peasant He/Him
 
Does this mean it's now v0.021?