.d and .ff
What were the problems caused by these again? If I remember correctly these were tend to be frowned upon due to the possibility bugs were produced.
If you use certain characters in your .c scripts, the compiler will generate a .d file of 0 bytes, meaning that it won't work
And for creating proper .ff files, you should use redink1's modified FFCreate 2 which fixes a problem of the original converter, causing it to include more data than necessary.
And for creating proper .ff files, you should use redink1's modified FFCreate 2 which fixes a problem of the original converter, causing it to include more data than necessary.
It doesn't really make any sense to compile your scripts and graphics... anyone who really wants to 'steal' them can do so easily.
In the days before .dmod files, sort of. A dir.ff file would be the same size as the collection of bmp files it replaced, but a zipped dir.ff file would be substantially smaller than a zipped collection of bmp files.
But with the .dmod compression format, I'm fairly certain that the total size is the same regardless of .ff-ing.
I'm not sure about .d, but scripts are small anyway.
But with the .dmod compression format, I'm fairly certain that the total size is the same regardless of .ff-ing.
I'm not sure about .d, but scripts are small anyway.
It wasn't size so much the advantage for me, as the speed it loads screens with new graphics. preload_seq() seemed to work better (faster) with dir.ff files on my computers when entering these screens than if the graphics were just bmps.
But then, years after I finished SOB I've had emails saying graphics seemed to be missing in the riddle displays - which I put done to memory leakage... bad scripting not using kill_this_task() on every script that was not attached to an editor/map based sprite.
But then, years after I finished SOB I've had emails saying graphics seemed to be missing in the riddle displays - which I put done to memory leakage... bad scripting not using kill_this_task() on every script that was not attached to an editor/map based sprite.
Hmm, I had the opposite experience. When I created Reconstruction, the load times with dir.ff files were horrendous. It took about a minute after clicking the start button for all of the images to show up.
As for graphics missing in the riddle display... I'd chalk that up to bypassing the 50 frame-per-sequence limit, and some of the graphics got clobbered since you went outside the index of the array. At least, I seem to remember you using more than 50 frames in the riddle sequence(s), I could be wrong.
As for graphics missing in the riddle display... I'd chalk that up to bypassing the 50 frame-per-sequence limit, and some of the graphics got clobbered since you went outside the index of the array. At least, I seem to remember you using more than 50 frames in the riddle sequence(s), I could be wrong.