The Dink Network

end of game?

Bishop's Quest Part 1: Enter The Hero

September 27th 2003, 01:32 AM
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This game stops abruptly right after dink says they should go interrogate the magistrate. Then I am kicked back to windows. No credits, no author names, no nothing. Is this the way it is supposed to end?
September 27th 2003, 01:45 AM
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I have the same thing. weird ... .
Greetz,
Shampoo173
September 27th 2003, 02:40 AM
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Dukie
Peasant He/Him
 
Ooh, that doesn't sound good, I'll check it out
September 27th 2003, 06:03 AM
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Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
Edit: nevermind, see Tyrsis's post.

To players: see below debug text on how to fix this (and Hance: you'll have to create a patch for this, of course )

As to what I've found, there's a problem with the script camp-hout.c. To Hance, you can only freeze sprites that already exist, so you can't do this:

freeze(&phil);
int &phil = create_sprite(187, 323, 16, 371, 1);
//you should first create the sprite, then freeze it

Anyway, here's the debug output of the last seconds of the game ( // lines are my comments) :

Dink:Killed script ch2-gold. (num 17)
Dink:Killed script ch2-gold. (num 18)
Dink:Killed script ch2-gold. (num 19)
//above is end of s5C-treas.c, now warps to screen 274
Dink:LOADING camp-hout
Dink:Temp thingie is C
Dink:Script camp-hout is entered at offset 18.
Dink:Couldn't freeze sprite 3 in script 10, it doesn't exist.
Dink:LOADING camp-hout
Dink:Temp thingie is C
Dink:ERROR: Procedure void current_sprite( void ); not found in script 209,. (word 2 was camp-hout)
//... - see below on how to fix this
Dink:Killed script camp-hout. (num 12)
Dink:Couldn't freeze sprite 0 in script 10, it doesn't exist.
Dink:Couldn't freeze sprite 0 in script 10, it doesn't exist.
Dink:Callback added to 1.
Dink:giving script the boot
Dink:LOADING fire
Dink:Temp thingie is C
Dink:LOADING fire
Dink:Temp thingie is C
Dink:LOADING fire
Dink:Temp thingie is C
Dink:LOADING fire
Dink:Temp thingie is C
Dink:Screendraw: running main of script fire..
Dink:Script fire is entered at offset 17.
Dink:Making looping with buffer 3..
Dink:Screendraw: running main of script fire..
Dink:Script fire is entered at offset 17.
Dink:Making looping with buffer 4..
Dink:Screendraw: running main of script fire..
Dink:Script fire is entered at offset 17.
Dink:Making looping with buffer 5..
Dink:Screendraw: running main of script fire..
Dink:Script fire is entered at offset 17.
Dink:Making looping with buffer 6..
//game ends

Edit: no need to do the following, it works like it should.

Just open that scriptfile (camp-hout.c) and change this line:

VOID MAIN(VOID)
//two spaces left of it

to this one (remove the two spaces):

VOID MAIN(VOID)
//no two spaces left of it

Edit: no need to check it, it works, see Tyrsis's post
And for the guys modifying the Dink engine.. perhaps a thing to look into: the engine doesn't recognize procedures if there are spaces
September 27th 2003, 10:15 AM
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Dukie
Peasant He/Him
 
I'm uploading a new version right now, an updated camp-hout.c can be be found here.
September 28th 2003, 12:32 AM
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Tyrsis
Peasant She/Her Russia
 
There is a strange thing in s5C-treas.c
...
say_stop("Let's interogate the magistrate!", 1);
say_stop("We're outta here!", 1);
say_stop("`4I'm for that.", &jas);
&gold -= 10000; // This kicks it out!
September 28th 2003, 01:47 AM
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hance
Peasant He/Him
 
Thanks dinkers for helping me out here.
I appreciate the help, I guess I had dink sickness here? Dink-I-Tice, hehehe
Sorry for the trouble. It worked when I played the final test. But I guess with me so pre-occupied with selling my mobile, packing up stuff and shipping and moving next week, I must have just hurried up to get it out.
Won,t happen next time. Other than this problem, which Dukie has graciously fixed for me, (Thanks Bud) I hope you enjoyed my first effort. Its sort of a interesting story line.
Will do better next time.
RE: S5c-treas.c it is a timing thing, needs a little more time I guess to complete opening the
the treasure chests, then warps into the camp-hout script. I just wish I had a better handle on scripting. But All was done from trial and error. Much thanks again to the development techs for answering a lot of questions. It is a good feed for newbies like my self.

Enough Rambling, Thanks again everybody.

Hance
September 28th 2003, 02:26 AM
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Dukie
Peasant He/Him
 
I'll see what I can do about sc5-treas
September 28th 2003, 03:43 AM
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Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
Heh, that's indeed what causes the problem. Forget my last post
September 28th 2003, 08:42 AM
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WC
Peasant He/Him United States
Destroying noobs since 1999. 
Do you have 10000 gold? If not, that will crash dink.
September 28th 2003, 10:15 AM
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Tyrsis
Peasant She/Her Russia
 
Obviously not.
BTW, dink crashes if &strength < 0 too.
I checked the same with &magic (can't imagine this happening, but...) - crash!
September 28th 2003, 10:36 AM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
Oh? In my dmod Dink starts out with 0 strength, and it doesn't crash...
September 28th 2003, 10:51 AM
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WC
Peasant He/Him United States
Destroying noobs since 1999. 
Christiaan, she said < 0 not <= 0. SO anything in the negative will crash it because the engine is trying to display the numbers on the stats bar and can't locate a negative frame number because it doesn't exist in memory.
September 28th 2003, 11:32 AM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
Oh, yeah, oops, sorry.

But uhm.. isn't negative strength kinda stupid anyway?
September 28th 2003, 11:34 AM
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WC
Peasant He/Him United States
Destroying noobs since 1999. 
YUp, but the function is the same for gold and everything, so the bug is in all the stats.
September 28th 2003, 03:20 PM
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Kat
Peasant She/Her Canada
We can out-drink most Americans! 
Dukie, I cannot make any sense out of what you wrote, therefore a path would be needed for that. Hance, can you not make an updated patch for those, who keep getting stuck at that particular part?

>^..^<
September 28th 2003, 07:30 PM
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WC
Peasant He/Him United States
Destroying noobs since 1999. 
Dukie was high
September 29th 2003, 08:12 AM
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Dukie
Peasant He/Him
 
If you downloaded the old d-mod (before I updated it), you need only to replace the old sc5-treas.c with the one I posted a link to.

Doesn't that work? Or maybe I should put the .c file in .zip format, not sure..
September 29th 2003, 01:58 PM
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SimonK
Peasant He/Him Australia
 
There are a few other things that need fixing. A number of conversations Dink isn't frozen and you can't spacebar through them, or you can walk away from the conversation, or stop the conversation at the wrong time.

The green knight doesn't work properly as the graphics aren't loaded in the .ini file correctly - and the script isn't right.

These are the correct .ini lines needed to make the graphics work:
//Green Axe Knight
load_sequence GRAPHICS\grenkngt\gkgt1- 891 75 91 109 -21 -21 20 12
load_sequence GRAPHICS\grenkngt\gkgt3- 893 75 59 112 -22 -25 25 10
load_sequence GRAPHICS\grenkngt\gkgt5- 895 75 105 110 -21 -17 20 12
load_sequence GRAPHICS\grenkngt\gkgt7- 897 75 80 115 -26 -20 24 14
load_sequence GRAPHICS\grenkngt\gkgt9- 899 75 66 121 -22 -21 19 14

load_sequence GRAPHICS\grenkngt\gkgt2- 902 75 50 118 -17 -17 18 24
load_sequence GRAPHICS\grenkngt\gkgt4- 904 75 95 121 -28 -17 16 12
load_sequence GRAPHICS\grenkngt\gkgt6- 906 75 89 123 -17 -17 24 15
load_sequence GRAPHICS\grenkngt\gkgt8- 908 75 61 119 -19 -26 20 12

set_frame_special 902 6 1
set_frame_special 904 6 1
set_frame_special 906 6 1
set_frame_special 908 6 1

//make it delay on the 6th sprite for longer than 75
set_frame_delay 902 6 100
set_frame_delay 904 6 100
set_frame_delay 906 6 100
set_frame_delay 908 6 100

And the script needs to be changed...

Here is the revised greenk.c file:
//Green Axe Knight script

void main( void )
{
preload_seq(891);
preload_seq(893);
preload_seq(895);
preload_seq(897);
preload_seq(899);
preload_seq(902);
preload_seq(904);
preload_seq(906);
preload_seq(908);
sp_brain(&current_sprite, 9);
sp_speed(&current_sprite, 3);
sp_base_walk(&current_sprite, 890);
sp_base_attack(&current_sprite, 900);
sp_base_death(&current_sprite, -1);
sp_speed(&current_sprite, 4);
sp_distance(&current_sprite, 40);
sp_range(&current_sprite, 60);
sp_defense(&current_sprite, 10);
sp_strength(&current_sprite, 28);
sp_hitpoints(&current_sprite, 100);

sp_exp(&current_sprite, 800);

sp_target(&current_sprite, 1);
sp_attack_hit_sound(&current_sprite, 36);
sp_attack_hit_sound_speed(&current_sprite, 16050);

}

void hit( void )
{
int &randy = random(5, 1);
if (&randy == 2)
say("`4I will smite thee!!", &current_sprite);
sp_brain(&current_sprite, 9);
sp_target(&current_sprite, 1);
//clanging armour sound

}

void talk( void )
{
sp_target(&current_sprite, 1);
}

void attack( void )
{
&mcounter = random(1000,0);
sp_attack_wait(&current_sprite, &mcounter);
playsound(8, 8000, 0, 0, 0);
}

void die( void )
{
int &hold = sp_editor_num(&current_sprite);
if (&hold != 0)
editor_type(&hold, 1);
&save_x = sp_x(&current_sprite, -1);
&save_y = sp_y(&current_sprite, -1);
external("emake","xlgold");
}

I did send an email to Hance about this, but he may not be checking his email so often, and it seems you (Dukie) are the fixit man - being the beta tester who didn't spot these bugs
September 30th 2003, 07:28 AM
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Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
being the beta tester who didn't spot these bugs

As far as I've heard, it was not because of Dukie that these bugs are still in the released version of this D-Mod
September 30th 2003, 11:00 AM
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hance
Peasant He/Him
 
Okay everybody,
Let's calm down.
Some good things have happen because of this.
It has you dinkers thinking again and Simeon
you are correct and Dukie did fix it right.
RE: SimonK Simon found out that I was using the greenknight and He thank me for it.
He also found out somethings about his script and correct placement of graphics in editor.
He ask because of the bad timing of leaving
at the end of the week to a new location.
He will correct a bunch of things He found wrong, such as he mentioned. I provided him with a complete walkthru (done a few months earlier) That Birinrit used. So I appreciated everyone's concern. My question is this showing me in a bad light. I do not want to cause any problems. I fine it greatly inspiring that you all have come to my rescue. If you wish to do things for me on scripting etc. check with Dukie
and he will co-ordinate all the uploading. This way things would be better. It might be also better to take down the Dmod if it is too questionable. But At least I tried, with Dukie first change on camp-hout.c everything worked fine, I also allow more time for collecting the treasurer. But everything worked. So I don't know what to do.

All that I know, is I will be in a new area, new house, new computer Next Monday. and will try to keep in contact till then.
Thanks again my good friends.

Love, Peace, and Happiness
Fr. Matthew