The Dink Network

Dink 1.08 and unDink

January 16th 2006, 07:42 PM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
I was wondering... does Dink 1.08 use the fixes and features of unDink?

And: what are the extra features in unDink anyway?
January 16th 2006, 09:13 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Nope.
January 17th 2006, 03:38 AM
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toa
Ghost They/Them
 
The extra features are:
- unlimited entries in dink.ini
- more room for tiles

The missing features are:
- fast files
- I remember removing an arg from a DinkC func. I think it had something to do with the palette.

unDink was mostly about fixing bugs and rearranging the engine to make it easier to hack on.
January 17th 2006, 05:38 AM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
So why doesn't 1.08 include these things? Unlimited entries for dink.ini and possibility for more tiles are great features, if you ask me.
January 17th 2006, 09:06 AM
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Glennglenn
Peasant He/Him Norway
GlennGlenn doesn't want a custom title. 
Yeah I could use some extra tiles for ma seldaot D-Mod lol

How many extra tiles is there?
January 17th 2006, 10:50 AM
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Tal
Noble He/Him United States
Super Sexy Tal Pal 
I personally liked the sound of reducing save game file size by removing unnecessary junk, but I never got around to compiling unDink to see how effective that is.
January 17th 2006, 04:08 PM
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I never thought to try it.. But extended tilesets! Redink can you at least put that in 1.08. Lets face it those release candiadidates will be comming out for awile anyway You'd have time
January 17th 2006, 04:12 PM
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metatarasal
Bard He/Him Netherlands
I object 
I think that you shouldn't add any new features to a release candidate, that's where alphas are for...
January 17th 2006, 07:33 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
So why doesn't 1.08 include these things?

The goal of v1.08 is to fix bugs and improve compatibility. I have introduced new features where I thought appropriate (i.e. fairly minor scripting tweaks). In short, Dink 1.08 is very much the same as 1.07.

In contrast, the goal of unDink was to rewrite the Dink engine. It doesn't work (because of the lack of .ff support, and apparently some other issues). There isn't any documentation (to my knowledge) exactly what new features it has or what problems still exist in it. It doesn't have much in common with 1.07.

So, to answer your question... I can't just drag the little codies from from unDink to 1.08, wave my hands, and have everything work fine. And trying to build them from scratch in 1.08 would not be fun, and would cause other problems with backwards compatibility, compatibility with editors, and all that other fun stuff.
January 17th 2006, 09:41 PM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
Understood.
January 17th 2006, 10:20 PM
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Chrispy
Peasant He/Him Canada
I'm a man, but I can change, if I have to.I guess. 
release candidate alpha 4?
January 17th 2006, 10:56 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
No more features
January 18th 2006, 07:19 AM
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toa
Ghost They/Them
 
I personally liked the sound of reducing save game file size by removing unnecessary junk, but I never got around to compiling unDink to see how effective that is.

Very. This is the one thing I did right. The truncated save files I messed around with worked in both 1.07 and unDink. (Neither version ever looks at the extra stuff nor do they complain about file size.)

Unfortunately, the size isn't reduced by much. To reduce it further would require some method of removing unused editor info and var entries, which would introduce incompatabilities, i.e., adding a small header to specify the total screen info entries and which screen the info applies to, instead of just assuming an array index. (c.f. PNG chunks)