New File: Dink Smallwood v1.08 - Release Candidate 4
Dink Smallwood v1.08 has withstood yet another bout of testing, and is (a little) 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 - RC4 (15.3 MB)
Patch - RC4 (1.4 MB)
For a full list of changes since Release Candidate 3, please view the comments.
* DinkC Reference - Techniques/Non-Player Character correctly define a base-walk.
* Dink - set_smooth_follow / sp_target should work like they should without disappearing monsters
* Slayer has death sequence on screen 663.
* Screen 691: The fallen tree no longer has a depth que of 400.
* Fixed Chealse's script
* To appease the smelly Gods of Taldom, I ensured that the Bastion of Truth (also known as the Script Changes section of whatsnew.txt) maintained alphabetical order, such that the alphabet would not have to be re-ordered to properly adhere to the Bastion of Truth.
* Dink - Wanderers really don't vanish
* Dink - s1-fmons: super-angry pillbug slows down after a bit. "dang you" still might not work, oh well.
* Smilestein's stairway up (when made available) no longer plays door creak
* 182: stairs no longer play door creak
* 248: stairs no longer play door creak
* Installer - Removes 'Play Dink Smallwood' and Dink Smallwood start menu folder on uninstall
* Fists and Herb Boots will no longer play the sword hit-attack sound if loading the game with a sword armed.
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 - RC4 (15.3 MB)
Patch - RC4 (1.4 MB)
For a full list of changes since Release Candidate 3, please view the comments.
Fixes
* DinkC Reference - Fixed add_exp error in example* DinkC Reference - Techniques/Non-Player Character correctly define a base-walk.
* Dink - set_smooth_follow / sp_target should work like they should without disappearing monsters
* Slayer has death sequence on screen 663.
* Screen 691: The fallen tree no longer has a depth que of 400.
* Fixed Chealse's script
* To appease the smelly Gods of Taldom, I ensured that the Bastion of Truth (also known as the Script Changes section of whatsnew.txt) maintained alphabetical order, such that the alphabet would not have to be re-ordered to properly adhere to the Bastion of Truth.
* Dink - Wanderers really don't vanish
* Dink - s1-fmons: super-angry pillbug slows down after a bit. "dang you" still might not work, oh well.
* Smilestein's stairway up (when made available) no longer plays door creak
* 182: stairs no longer play door creak
* 248: stairs no longer play door creak
* Installer - Removes 'Play Dink Smallwood' and Dink Smallwood start menu folder on uninstall
* Fists and Herb Boots will no longer play the sword hit-attack sound if loading the game with a sword armed.
That might have more to do with the DMOD as with the version of Dink.
'Still' buggy? What might these bugs be?
"Fountain Bug?" thread
It could be like glennglenn's Victim of Life situation, where the D-Mod's scripts are so oddly-constructed and Dink 1.08 is so elitist that the D-Mod is bent over Dink 1.08's knee and spanked repeatedly until delivering a sufficient presentation.
It could be like glennglenn's Victim of Life situation, where the D-Mod's scripts are so oddly-constructed and Dink 1.08 is so elitist that the D-Mod is bent over Dink 1.08's knee and spanked repeatedly until delivering a sufficient presentation.
*blink*
I think I have found the problem here, and no, it's not 1.08's fault.
The script in question in RJM calls on a strange.wav. That wouldn't be so bad if the sound file actually existed, but it doesn't. RJM doesn't even have a sound folder, it seems. Why? Possibly because the .dmod file for RJM is currently corrupt.
I think I have found the problem here, and no, it's not 1.08's fault.
The script in question in RJM calls on a strange.wav. That wouldn't be so bad if the sound file actually existed, but it doesn't. RJM doesn't even have a sound folder, it seems. Why? Possibly because the .dmod file for RJM is currently corrupt.
Sorry to be a bad-news bringer, but:
Mystery island gets an error that makes me get out of the game when playing in windowed mode. It doesn't even let me go to the start-continue-quit screen.
When playing windowed mode, when I warp (i.e use a door), the fade-up, fade-down effect doesn't happen. This is not very relevant, and maybe it's just my comp, with a S3 prosavage video card, which people around the net say that it sux.
When playing with true color, non windowed mode, the fade-up, fade-down effect when warping happens too slow. Again, it may be just me.
When playing Mayhem, after a while of playing, some error forces me to exit the game, both windowed and non-windowed, true color and non-true color.
Thank Dink v1.08, the midi loading-lag doesn't exist anymore ^.^.
Mystery island gets an error that makes me get out of the game when playing in windowed mode. It doesn't even let me go to the start-continue-quit screen.
When playing windowed mode, when I warp (i.e use a door), the fade-up, fade-down effect doesn't happen. This is not very relevant, and maybe it's just my comp, with a S3 prosavage video card, which people around the net say that it sux.
When playing with true color, non windowed mode, the fade-up, fade-down effect when warping happens too slow. Again, it may be just me.
When playing Mayhem, after a while of playing, some error forces me to exit the game, both windowed and non-windowed, true color and non-true color.
Thank Dink v1.08, the midi loading-lag doesn't exist anymore ^.^.
doesn't matter what color i play in, windowed or not, fade out/in effects are slow. I've got a nvidia geforce4 mx 440 w/ 64 MB DDR and 640 DDR SDRAM. So i don't think it's a performance issue... maybe it is.
Dinkmega: any feedback is greatly appreciated
Mystery island gets an error that makes me get out of the game when playing in windowed mode. It doesn't even let me go to the start-continue-quit screen.
Strange... I don't seem to have this problem. Does it occur in the Windowed, True-Color, and non-True-Color modes?
When playing windowed mode, when I warp (i.e use a door), the fade-up, fade-down effect doesn't happen.
Yeah, I would guess that it's a video card problem... somewhat unexpected, though.
When playing with true color, non windowed mode, the fade-up, fade-down effect when warping happens too slow. Again, it may be just me.
It will be too slow on certain computers (I've tried to speed it up as much as possible), and I'm guessing it is the video card.
When playing Mayhem, after a while of playing, some error forces me to exit the game, both windowed and non-windowed, true color and non-true color.
Good to know, I'll try this out. Do you know how long it usually takes to start crashing?
Thank Dink v1.08, the midi loading-lag doesn't exist anymore
Strange... that bug wasn't fixed?
Mystery island gets an error that makes me get out of the game when playing in windowed mode. It doesn't even let me go to the start-continue-quit screen.
Strange... I don't seem to have this problem. Does it occur in the Windowed, True-Color, and non-True-Color modes?
When playing windowed mode, when I warp (i.e use a door), the fade-up, fade-down effect doesn't happen.
Yeah, I would guess that it's a video card problem... somewhat unexpected, though.
When playing with true color, non windowed mode, the fade-up, fade-down effect when warping happens too slow. Again, it may be just me.
It will be too slow on certain computers (I've tried to speed it up as much as possible), and I'm guessing it is the video card.
When playing Mayhem, after a while of playing, some error forces me to exit the game, both windowed and non-windowed, true color and non-true color.
Good to know, I'll try this out. Do you know how long it usually takes to start crashing?
Thank Dink v1.08, the midi loading-lag doesn't exist anymore
Strange... that bug wasn't fixed?
zyphrexi: Fades should definately not be slow if you are not running true-color mode.
I can confirm the Mayhem problem... this should be fun to track down. Grr
Okay,okay, I'm paying attention, really.
I got the original fountain script from
Mystery Island and couldn't tell you if it
is screwy.However, heeding Tal's comments, I
am downloading RJM and will add sound files soon.
As a matter of fact, I think I'll download all my dmods and have a quick look over them.
I got the original fountain script from
Mystery Island and couldn't tell you if it
is screwy.However, heeding Tal's comments, I
am downloading RJM and will add sound files soon.
As a matter of fact, I think I'll download all my dmods and have a quick look over them.
I just downloaded the file "redjacketmurders.dmod" from dinknetwork.com. Seems to be corrupted, and thereby I found an error concerning DFArc: I doubleclicked the dmod, DFArc loaded the file, I clicked install and launched Firefox, because i didn't want to wait. After a while the computer got slower, the harddisk working heavily. Norton antivirus had started automatical scan, and DFArc hang, so I had to kill it. It had created a several 100 MB big file named 'y' (with trema on it, like in ΓΌ) in the dink home directory. I deleted this file and launched DFArc again with the dmod. Now I got a message the file being obviously corrupt.
I can eMail you the corrupt file if you want to.
By the way - great work, version 1.08 is much better than 1.07!
I can eMail you the corrupt file if you want to.
By the way - great work, version 1.08 is much better than 1.07!
Uh, weirdo, Mystery island crashed yesterday in only windowed mode, now it doesn't crash at all. Somehow, the Dfarc frontend autochecks the true color mode when I check the windowed mode.
Mayhem sometimes crashed just when starting the game, sometimes it takes a bit more of time, sometimes less.
Uuhhh, midi lag wasn't fixed? Well, it must be my imagination only, then.
Thank you.
Mayhem sometimes crashed just when starting the game, sometimes it takes a bit more of time, sometimes less.
Uuhhh, midi lag wasn't fixed? Well, it must be my imagination only, then.
Thank you.
Here's a bug, propably. You have to subtract x235 to get the second Krii!! on the same spot as the first:
int &mesay = say("`%Krii!!", ¤t_sprite);
int &mex = sp_x(&mesay, -1);
int &mey = sp_y(&mesay, -1);
&mex -= 235;
say_xy("`%Krii!!", &mex, &mey);
int &mesay = say("`%Krii!!", ¤t_sprite);
int &mex = sp_x(&mesay, -1);
int &mey = sp_y(&mesay, -1);
&mex -= 235;
say_xy("`%Krii!!", &mex, &mey);
If you die when the screen is locked, then press restart, the screenlock bars remains.
I can see RC5 and 6 and 7 and 8 coming... Dink keeps getting better this way though, I'll keep saying it: keep up the dang good work gentlemen!
When playing with true color, non windowed mode, the fade-up, fade-down effect when warping happens too slow.
Probably it's the 1000 time when I tell you, but I have this bug too. And I don't have a slow video card(FX 5200 128MB).
Probably it's the 1000 time when I tell you, but I have this bug too. And I don't have a slow video card(FX 5200 128MB).
Oh yeah, so I stayed up all night and fixed RedJacketMurders, I believe all of the problems were on my part.I sent the new 'updated' version to Tal and it'll eventually make it's way to replacing the 'bad' version.
-was not corrupt just packaged incorrectly and
missing the sound folder.(plus a few script errors)
-was not corrupt just packaged incorrectly and
missing the sound folder.(plus a few script errors)
Edit: No bug, it's just my n00bish mind playing tricks on me.
New bug: I tried rabidwolf9's iceorb and it worked fine on v1.07. But on v1.08, when I try to arm the spell, the game crushes.
i was playing around with it earlier, it seems to have something to do with loading the ini lines in the script. i took them out and it armed fine...
Dinkmega: are you running Initiation 1.0.2? That fixed some compatibility issues with v1.08 when using the slot machine and blackjack table.
I... erm... uh... no. It's v1.0.1. Dang, if I'm blind!.
Thanks, and sorry for the post before.
Thanks, and sorry for the post before.
while packing my iceorb into .dmod format, i noticed something...when using DFArc2 included with the newer version of dink, it was reduced from 3.54 megs to 291 kb, but using the other DFArc i d/l off the site a while back, it reduces to 151 kb.
I noticed that when I would try to edit pictures, I could click the picture and then 'e' but then when I tried to access the main graphic directory by pressing 'esc', it shut me down.
Am I making sense?
Is it just me?Have I forgotten how to access the graphics while in edit? Hmmm.
Am I making sense?
Is it just me?Have I forgotten how to access the graphics while in edit? Hmmm.
Since it sounds like you'll be releasing another Release Candidate anyway, I'll address a few tee-tiny things:
238: Make DDC background object?
375: at least two inappropriate tiles hidden under tree (hey... one is noticeable )
379: burny trees aren't screenmatched
538: upper left box has wrong script attached, causing incorrect breaking animation; should be box2-e
238: Make DDC background object?
375: at least two inappropriate tiles hidden under tree (hey... one is noticeable )
379: burny trees aren't screenmatched
538: upper left box has wrong script attached, causing incorrect breaking animation; should be box2-e
Dinkedit seems to lock up if you give sprites huge numbers, I noticed this when I tried to add something a depth que of a million or so.
Oh, and how about fixing the hardness editing bug?? :/
Oh, and how about fixing the hardness editing bug?? :/
rabidwolf9: I compiled the Ice Orb Spell in DFArc 1.5, DFArc2 (RC4) and DFArc2 (RC5) and it came out to be 150 KB each time.
scratcher: not a bug... text sprites that are attached to other sprites act a bit funny. I think the sp_strength and sp_defense values are used as offsets of some sort.