The Dink Network

New File: Dink Smallwood v1.08 - Release Candidate 3

January 8th 2006, 04:55 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Dink Smallwood v1.08 has withstood another bout of testing, and is only stronger from the ordeal.

As before, this is a release candidate, which means that if no bugs or errors are found in the next week or so, this will be the final version.

So, if you find something that doesn't seem to work quite right, please post a reply to this thread, even if you've told me about the same problem before.

Full Install - RC3 (15.3 MB)
Patch - RC3 (1.4 MB)

For a full list of changes since Release Candidate 2, please view the comments.

Fixes

* Leveling-up past Level 32 should no longer freeze the game.
* set_smooth_follow should work.
* The pig feed is visible when Dink's walking diagonally and throwing
* All guards have a death seq
* At the parade, some of the people will not come back from beyond the status after a while
* Screen 165: Heart not heard
* Screen 185-217: Screenmatch fix
* Screen 209: Dink crawls proper height
* Screen 320: A rock is now normal sprite
* Screen 534: Tree years old no longer unhardens at the might of fireball (Haw haw haw)
* Screen 535: Cannot walk through rock
* Screen 617: Door problem fixed
* Bowseller no longer says "you could be making a lot more damage with a bow" even if you hit him with a bow
* "Nevermind" option for Chealse
* In screen 407, Dink is not drawn "under" a fence.
* en-gmog: "sp_nohit"
* s1-fmons: "Try your best" line assigned properly
* s2-ryant: "Argue with the men even more" dialog choice removed
* 85: stairs have stairs sound
* 254: save machine is hittable
* 320: Removed barrel scripts from grass
* Wanderers should not disappear when physically accosted.
* All DinkC Reference v4.1 errors mentioned in the previous thread
* Mystery Island map/script fixes (Go Tal!)
* DFArc2: Displays directory using backslashes
* DFArc2: Available Available removed removed.
* DFArc2: Browse Selected D-Mod Directory should work on Windows 98
* Dinkedit: several spelling/grammar errors
* Uninstaller: Removes island\whatsnew.txt
* Worthless debug line no longer says "it it"
* 535: Tree near top of screen appears correctly after being burned
* Several updates to whatsnew.txt and credits.txt
January 8th 2006, 05:03 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Things not fixed:

* Debris like clamshells, grass and crap have no nohit in several places. (All hail Sprite Replacer)

I don't want to use Sprite Replacer on the main game for fear of something weird happening, and I don't want to go through and change all of those sprites manually.

* Screen 633: Slayer doesn't have death seq

There be no slayer on Screen 633.

* Slimes in the condemned mine are yellow, but walk brown

The slimes show their surprise at seeing Dink by changing color immediately.

* When mother sends you after alk tree nuts and you enter the house without them, she sends you again after them.

Did not fix, for fear of breaking game. Also gives the player an idea of what to do next if they forget.

* My old fad_down-fade_up problem on true-color mode. When I enter a screen with a npc that talks when I enter that house(e.g. Ethel), the first few seconds, the text is white.

Intentional. All text is white in palette mode when the screen is faded, and the only difference is in true-color mode it is white during the fade process too.

* Dink moves a bit slower in v1.08 than 1.07, even in normal mode(no true-color).

Intentional, Dink's speed should be fairly consistent across computer systems, and will always be comparable to that of monsters and other sprites.

* fade_down and fade_up cause movement of all sprites with any size but 100%.

Could not reproduce, looked at the code a little bit to try and figure out what the problem was, but everything seemed to be ok. I may try some more fixes... but is it really bad/noticeable?

* The map: The screen 374 looks on the map like there were a fire lake or something. I guess the screenshot was taken before the game was finished.

That marks the Spot of Fire, a legend among Dink Smallwood aficionados, where the worlds of Dink and Fire crossed paths much like the paths of walking and running cross paths in a park.

* Screen 691: The fallen tree has a depht que of 400.

I forgot. Sorry. Will be fixed if there's a RC4.

* Selecting "Browse Selected D-Mod Directory" with Dink Smallwood 1.08 selected opens main Dink Smallwood folder instead of Dink game folder

Intentional. Instead of opening that directory like it is told, Windows decides "Ayuh, let's launch dink.exe, ayuck." Very bizarre decision if you ask me.

* Dink crashes if launched in a Window and the desktop color depth is 16-bit.

As far as I can see, this only affects me. And I can't figure out what the problem is... if I debug it as it crashes, it works again! Serious oddness. And it works fine with Mystery Island.
January 8th 2006, 09:07 PM
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I want to point out something quite minor that would be quite easy to fix...

In the DinkC Reference .chm that comes with it, in the /techniques/Non-Player Character page, it says this while explaning "person" code:

// Take whatever sequence you had and round it down by 10. 351 = 350, 383 = 380.
sp_base_walk(&current_sprite, 350);

Ok, strictly speaking that first bit is wrong. If you round it down by ten, wouldndt you get it wrong? For instance, 351 would be 341, not 350. What you mean is clear by the second bit, but you should word the first bit better i think and say something like "Round it down to the nearest ten".

Pedantic? Maybe, but some fool might be thrown off possibly.

January 8th 2006, 09:24 PM
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I second that.
January 9th 2006, 02:15 AM
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There be no slayer on Screen 633.

Yoops, I meant screen 663.
January 9th 2006, 04:17 AM
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So how exactly did you fix the leveling up past 32 bug?
January 9th 2006, 06:40 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
I gave the script a massage.

Actually, I fixed the script so the stop_entire_game(1); is only called if the player's level is less than 32, and provided an alternative option if it was greater.
January 9th 2006, 08:57 AM
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Tyrsis
Peasant She/Her Russia
 
RC3: set_smooth_follow
The follower scripts work wonderfully. The difference is clear.
But the sp_target is not so good. Suddenly a bonca or a slayer chande direction when they are near Dink, and they keep disappearing for short periods.
January 9th 2006, 08:58 AM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
I don't know if it's a 1.08 bug or not, but there is a bug with add_exp.

For example, when I have the line add_exp(¤t_sprite, 300); in void hit (void)
I get 31 exp instead of 300. When I put that line in the void die (void), I get a random number between 28 and 34 or something like that?

It's extremely weird. You might wanna look into that.

Also: there be no yellow number saying how much exp you have just gained, when using add_exp. I thought it wasn't supposed to show a yellow number, but in the Dink.c Reference it says it should.
January 9th 2006, 12:53 PM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Try say("&current_sprite",&current_sprite);

If it says 31, or such a random number, you've probably switched the arguments.

EDIT: quite sure about it. DinkC.chm says:

Category: Dink, Sprite, Text
Version: 1.00+
Prototype: void add_exp(int amount, int active_sprite);

add_exp adds amount experience and creates a text-sprite to float above active_sprite.


So your add_exp(&current_sprite, 300); will add &current_sprite exp, and the number is floating above sprite number 300.
January 9th 2006, 02:38 PM
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cypry
Peasant He/Him Romania
Chop your own wood, and it will warm you twice. 
* My old fad_down-fade_up problem on true-color mode. When I enter a screen with a npc that talks when I enter that house(e.g. Ethel), the first few seconds, the text is white.
My problem wasn't the white text. It was the fact that fade_up-fade_down is too long on true color mode(several seconds). I mentioned that the text is white, to prove that the game is still faded down, although I see the screen(it's a bit darker).
January 9th 2006, 06:52 PM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
Then there is an error in the DinkC Reference:

void talk(void)

{

freeze(1);

freeze(&current_sprite);

say_stop("`6Yeah, this is one tough quest, talk to me. Jeez.", &current_sprite);

wait(500);

say_stop("Where's my exp?", 1);

wait(250);

add_exp(&current_sprite, 300);

wait(250);

say_stop("`6There you go.", &current_sprite);

unfreeze(&current_sprite);

unfreeze(1);

}


This script's an example script in the DinkC Reference and doesn't work correctly.
January 10th 2006, 01:52 AM
wizardg.gif
Well, actually I just tested this using 16-bit color and Dink crashes more often than not if I try it like this, though after a few attempts it seems to stop crashing....

Perhaps some other people should test this it see if happens on their systems...

January 10th 2006, 06:02 AM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
32-bit colour works here. Barely any crashes, but the game runs pretty slow.
When I use 16-bit colour mode the game runs smooth and fast, even the fades. No crashes then either.

There's only the white background graphics bug in truecolour mode, where the sprite would show the white if it wasn't converted to a Dink palette. It doesn't do this in 256 colour mode...

Ah, I noticed that if I set my screen's colour mode to 256 colours and I try to run the game in windowed mode, it crashes.
January 10th 2006, 02:24 PM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
Yes, sp_target is fecked up.
January 10th 2006, 02:54 PM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Über
January 11th 2006, 12:04 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Tyrsis: nice catch. I initially just tested it real quick with pillbugs and the like After a fix, I just tried it with a couple dozen boncas, and all seemed well.

I think there are about 3 or 4 other minor issues mentioned in this thread and some others that I still need to resolve... but other than the odd 16-bit crashing and resizing-on-fade issue (which may not be fixed), it seems RC4 might be final.
January 11th 2006, 12:10 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
DaVince: Nice to know.

As for the white backgrounds... it's not a bug (not a feature either ) that's just how it works. That white isn't really white. If it was really white (where it had an RGB value of 255, 255, 255) it would show up correctly even if it didn't have the Dink palette. But because it's off by just a little bit (like 250, 255, 255) it shows up as the very slightly off-white color.

In 256 color mode, the engine automatically converts all colors to appropriate colors in the Dink palette, and the off-white's nearest match is real white. I could do the same thing in true-color mode... but that sort of defeats the purpose of true-color mode, as we'd be limited to 256 colors with absolutely no benefit.
January 11th 2006, 10:45 PM
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Tal
Noble He/Him United States
Super Sexy Tal Pal 
More stuff:

* All the previous changes to Chealse's script were reversed with the "nevermind" addition

* Pressing the normal arrow keys in Dinkedit lists the correct key as pressed as well as key 255. I think that might affect ctrl and alt (and perhaps other things) too, I'm not sure. I don't recall whether this quirk has always been around or not.

* "Much more damage with a bow" tweak doesn't work

* Being really nitpicky now: en-gmog listed before dink.ini in whatsnew.txt, violating alphabetical order

* More whatsnew.txt silliness: s1-h3-1 changes listed incorrectly. First correction should read "won't satisfy him?" on the right side; second correction missing quotation marks at beginning

* Wanderer vanishing tweak doesn't work, wanderers still vanish most (not all) times I hit them, just as before

* s1-fmons: one sp_speed line alters "&curren_sprite"; "ra ra rargh" thing never seems to happen; "dang you" line is never seen

* Smilestein's stairway up (when made available) plays door creak

* 182: stairs play door creak

* 248: stairs play door creak
January 14th 2006, 01:02 PM
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Tal
Noble He/Him United States
Super Sexy Tal Pal 
Since I stumbled across this either yesterday morning or the one before, I suppose I should make an amendment to one of my aforementioned bug listings: I went to fight the farm pillbugs again to waste some time, and for the first time in.. um... ever, I saw that "ra ra rargh" thing. So that does work after all. The pillbug never slows down from it, though, due to the aforementioned "&curren_sprite".
January 14th 2006, 07:31 PM
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Tal
Noble He/Him United States
Super Sexy Tal Pal 
I am, in fact, silly; I happened to stumble across this again today and the pillbug did slow down after all, albeit a good while later. Captivating.
January 14th 2006, 08:14 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Cypry: Ah, sorry for misunderstanding. Yeah, true-color mode fades will be slower on some computers, generally older machines. I've spent many an hour optimizing it as best I can, and I think I'm out of tricks.
January 22nd 2006, 09:18 AM
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Download bug
Ghost They/Them
 
I have downloaded version 1.08 and I found a bug! When in Mirkwood forest, when you go up so that you can get into the backyard, you go left and you see the backyard, Dink then sais: ''what a lovely backyard''. When I try to enter the backyard I am supposed to dissapear for a fraction becuase the trees block the view but instead of that i cant go forward! When I walk forward something inviseble is blocking it as if there where a wall. I know its not the angle because all my spells crash into the wall too. If this isnt a bug can someone explain how to get past it?
January 22nd 2006, 09:23 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
There is no way to go into the backyard except when you save Mary. Yeah, it is kind of weird that Dink gains a magical walk-through-trees ability for a moment, but that's game logic for you.
January 22nd 2006, 09:33 AM
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Download bug
Ghost They/Them
 
Mary is Nadine's daughter right? Well i thought she would be in there. But yeah,il continue the search.
January 22nd 2006, 10:09 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
She should be in there the first time you stop by to visit... unless you cheated or found another way around the magical barrier.
January 22nd 2006, 11:08 AM
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IIRC, she's there only after you've talked with Nadine/offered to find Mary.
January 22nd 2006, 11:08 AM
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Tal
Noble He/Him United States
Super Sexy Tal Pal 
"She should be in there the first time you stop by to visit..."

I thought that too for a pretty good while, but the last time I played through, I noticed that you can quite easily get the gate spell and get into the Bishop Nelson area without talking to Nadine at all. The only quirk with going before talking to Nadine is that the gate spell's effects aren't 'saved' after you step off screen. No huge dilemmas there.
January 22nd 2006, 11:10 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
I stand corrected, thanks guys.