Dinkedit text too big
On my new comp, the info text lines in dinkedit are too big, eat too many lines, so that I can't see the X & Y coordinates. Annoying to say the least!
What can I do to fix this?
What can I do to fix this?
the text on the bottom of the screen is too big? That's a new one... Screen res shouldn't be playing a part as it runs in it's own dos view I thought.
You could try WDE... but I think from previous posts you don't like it.
You could try WDE... but I think from previous posts you don't like it.
You can toggle the text off
Yeah, but that's not an option because you do want to see the X & Y coordinates.
Yeah, but that's not an option because you do want to see the X & Y coordinates.
It'd be tremendous if there was an option to toggle the help text off but keep the X & Y coordinates...
I still haven't solved this problem, but I get those coordinates usually right just by estimating them by naked eye. I fear I've been dinking too long.
Even still though, I'd appreciate it if someone could tell me a way to do something about it.

Even still though, I'd appreciate it if someone could tell me a way to do something about it.
where can you get the source code to dinkedit?
i remember now, for a long time ago i downloadedthat source and dinkedit was there, but it doesnt matter i am not familiar with C++
Copy and paste from the readme:
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.
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.
Um, if I understand what you're trying to ask here (it does help to be clear), it is indeed usable.
Yep, Tal is right. It works exactly the same as the normal Dink executable, except for the location. It will look for files in the D-Mod's directory first, and if it cannot find them, then it will look into the original dink directory.