The Dink Network

Adding to the Editor's Cache

November 6th 2002, 03:22 PM
pq_skard.gif
What is the easist way to add new graphics to the cache so I can pull them up in (Win)DinkEdit? TIA!
November 6th 2002, 03:48 PM
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Paul
Peasant He/Him United States
 
: What is the easist way to add new graphics to the cache so I can pull them up in (Win)DinkEdit?  TIA!

Didn't I just answer that?

Is there a part you don't understand?
November 6th 2002, 04:05 PM
pq_skard.gif
: : What is the easist way to add new graphics to the cache so I can pull them up in (Win)DinkEdit?  TIA!

: Didn't I just answer that?

: Is there a part you don't understand?

I guess I didn't understand the sequence part. I looked thru Dink.ini in my DMOD folder and saw all the sprites. I added the flickering lantern sprite in the Graphics folder in a folder called Lantern. I referenced all 4 frames in the sequence in the Dink.ini towards the bottom where it says to add new graphics like this:

load_sequence graphicsEffectsLanternLitW1a- 285

load_sequence graphicsEffectsLanternLitW2a- 285

load_sequence graphicsEffectsLanternLitW3a- 285

load_sequence graphicsEffectsLanternLitW4a- 285

load_sequence graphicsEffectsLanternLitW5a- 285

I used 285 because in the cache of WinDinkEdit, 285 is blank. However, when I reload WDE, 285 is still blank - the lantern is not showing up.

November 6th 2002, 04:14 PM
peasantmb.gif
: : : What is the easist way to add new graphics to the cache so I can pull them up in (Win)DinkEdit?  TIA!

: : Didn't I just answer that?

: : Is there a part you don't understand?

: I guess I didn't understand the sequence part.  I looked thru Dink.ini in my DMOD folder and saw all the sprites.  I added the flickering lantern sprite in the Graphics folder in a folder called Lantern.  I referenced all 4 frames in the sequence in the Dink.ini towards the bottom where it says to add new graphics like this:

: load_sequence graphicsEffectsLanternLitW1a- 285

: load_sequence graphicsEffectsLanternLitW2a- 285

: load_sequence graphicsEffectsLanternLitW3a- 285

: load_sequence graphicsEffectsLanternLitW4a- 285

: load_sequence graphicsEffectsLanternLitW5a- 285

: I used 285 because in the cache of WinDinkEdit, 285 is blank.  However, when I reload WDE, 285 is still blank - the lantern is not showing up.  

Yeah, that happened to me too, tried to add some graphic like it, (pasting the graphics in graphic folder, adding it's sequence in Dink.ini, etc) and doesn't show up either.

November 6th 2002, 05:35 PM
wizardg.gif
Paul
Peasant He/Him United States
 
: : : What is the easist way to add new graphics to the cache so I can pull them up in (Win)DinkEdit?  TIA!

: : Didn't I just answer that?

: : Is there a part you don't understand?

: I guess I didn't understand the sequence part.  I looked thru Dink.ini in my DMOD folder and saw all the sprites.  I added the flickering lantern sprite in the Graphics folder in a folder called Lantern.  I referenced all 4 frames in the sequence in the Dink.ini towards the bottom where it says to add new graphics like this:

: load_sequence graphicsEffectsLanternLitW1a- 285

: load_sequence graphicsEffectsLanternLitW2a- 285

: load_sequence graphicsEffectsLanternLitW3a- 285

: load_sequence graphicsEffectsLanternLitW4a- 285

: load_sequence graphicsEffectsLanternLitW5a- 285

: I used 285 because in the cache of WinDinkEdit, 285 is blank.  However, when I reload WDE, 285 is still blank - the lantern is not showing up.  

Okay, first of all, that's not how you make a sequence. If you want them to be played in order (or just stored together) you name them like this:

Lant-01.bmp

Lant-02.bmp

Lant-03.bmp

Lant-04.bmp

Lant-05.bmp

Then this in the ini file:

load_sequence graphicsEffectsLanternLant- 285

And it loads all of them. That is if GraphicsEffectsLantern is really the correct path. It sounds like you said you put it in GraphicsLantern with no Effects folder. If so, take the Effects part out of the ini file.

And incidently LitW4a- isn't a very good name for a lantern effect. First with the 01, 02 etc after it that's 9 chatacters, which probably won't cause any problem, but most people stop at 8. Also the W1 in there looks likei t means "walking southwest". W for walking, 1 for southwest (look at you number pad). You can use any name you want of course, most of the original graphics at least use that standard.
November 6th 2002, 08:04 PM
pq_skard.gif
: : : : What is the easist way to add new graphics to the cache so I can pull them up in (Win)DinkEdit?  TIA!

: : : Didn't I just answer that?

: : : Is there a part you don't understand?

: : I guess I didn't understand the sequence part.  I looked thru Dink.ini in my DMOD folder and saw all the sprites.  I added the flickering lantern sprite in the Graphics folder in a folder called Lantern.  I referenced all 4 frames in the sequence in the Dink.ini towards the bottom where it says to add new graphics like this:

: : load_sequence graphicsEffectsLanternLitW1a- 285

: : load_sequence graphicsEffectsLanternLitW2a- 285

: : load_sequence graphicsEffectsLanternLitW3a- 285

: : load_sequence graphicsEffectsLanternLitW4a- 285

: : load_sequence graphicsEffectsLanternLitW5a- 285

: : I used 285 because in the cache of WinDinkEdit, 285 is blank.  However, when I reload WDE, 285 is still blank - the lantern is not showing up.  

: Okay, first of all, that's not how you make a sequence. If you want them to be played in order (or just stored together) you name them like this:

: Lant-01.bmp

: Lant-02.bmp

: Lant-03.bmp

: Lant-04.bmp

: Lant-05.bmp

: Then this in the ini file:

: load_sequence graphicsEffectsLanternLant- 285

: And it loads all of them. That is if GraphicsEffectsLantern is really the correct path. It sounds like you said you put it in GraphicsLantern with no Effects folder. If so, take the Effects part out of the ini file.

: And incidently LitW4a- isn't a very good name for a lantern effect. First with the 01, 02 etc after it that's 9 chatacters, which probably won't cause any problem, but most people stop at 8. Also the W1 in there looks likei t means "walking southwest". W for walking, 1 for southwest (look at you number pad). You can use any name you want of course, most of the original graphics at least use that standard.

Got'cha. That worked. Thanks a ton! Do you happen to know how to add a sound in a script? I want a chime to play (sound 43) after Dink gets his sword. I have this code:

add_item("item-sw1", 438, 7);

int playsound (43, 0, 0, 0, 0);

say_stop("Woo Hoo! Time to start my day . . .", 1);

in the script. Everything works except the sound. Dink has a conversation and gets a sword. The sword gets into his inventory and everything, but no sound play. The engine ignores that line. The scripting after that line with the sound runs just fine. The engine just skips over the sound line. What did I do wrong? TIA!

November 6th 2002, 08:07 PM
pq_skard.gif
: : : : : What is the easist way to add new graphics to the cache so I can pull them up in (Win)DinkEdit?  TIA!

: : : : Didn't I just answer that?

: : : : Is there a part you don't understand?

: : : I guess I didn't understand the sequence part.  I looked thru Dink.ini in my DMOD folder and saw all the sprites.  I added the flickering lantern sprite in the Graphics folder in a folder called Lantern.  I referenced all 4 frames in the sequence in the Dink.ini towards the bottom where it says to add new graphics like this:

: : : load_sequence graphicsEffectsLanternLitW1a- 285

: : : load_sequence graphicsEffectsLanternLitW2a- 285

: : : load_sequence graphicsEffectsLanternLitW3a- 285

: : : load_sequence graphicsEffectsLanternLitW4a- 285

: : : load_sequence graphicsEffectsLanternLitW5a- 285

: : : I used 285 because in the cache of WinDinkEdit, 285 is blank.  However, when I reload WDE, 285 is still blank - the lantern is not showing up.  

: : Okay, first of all, that's not how you make a sequence. If you want them to be played in order (or just stored together) you name them like this:

: : Lant-01.bmp

: : Lant-02.bmp

: : Lant-03.bmp

: : Lant-04.bmp

: : Lant-05.bmp

: : Then this in the ini file:

: : load_sequence graphicsEffectsLanternLant- 285

: : And it loads all of them. That is if GraphicsEffectsLantern is really the correct path. It sounds like you said you put it in GraphicsLantern with no Effects folder. If so, take the Effects part out of the ini file.

: : And incidently LitW4a- isn't a very good name for a lantern effect. First with the 01, 02 etc after it that's 9 chatacters, which probably won't cause any problem, but most people stop at 8. Also the W1 in there looks likei t means "walking southwest". W for walking, 1 for southwest (look at you number pad). You can use any name you want of course, most of the original graphics at least use that standard.

: Got'cha.  That worked.  Thanks a ton!  Do you happen to know how to add a sound in a script?  I want a chime to play (sound 43) after Dink gets his sword.  I have this code:

: add_item("item-sw1", 438, 7);

: int playsound (43, 0, 0, 0, 0);

: say_stop("Woo Hoo!  Time to start my day . . .", 1);

: in the script.  Everything works except the sound.  Dink has a conversation and gets a sword.  The sword gets into his inventory and everything, but no sound play.  The engine ignores that line.  The scripting after that line with the sound runs just fine.  The engine just skips over the sound line.  What did I do wrong?  TIA!

Nevermind. After I posted the question, I realized I was calling a procedure, not declaring a variable. I took the 'int' out of the line. Duh. Thanks anyway! You've been a big help today and I appreciate it!

November 6th 2002, 10:16 PM
wizardg.gif
Paul
Peasant He/Him United States
 
: : Got'cha.  That worked.  Thanks a ton!  Do you happen to know how to add a sound in a script?  I want a chime to play (sound 43) after Dink gets his sword.  I have this code:

: : add_item("item-sw1", 438, 7);

: : int playsound (43, 0, 0, 0, 0);

: : say_stop("Woo Hoo!  Time to start my day . . .", 1);

: : in the script.  Everything works except the sound.  Dink has a conversation and gets a sword.  The sword gets into his inventory and everything, but no sound play.  The engine ignores that line.  The scripting after that line with the sound runs just fine.  The engine just skips over the sound line.  What did I do wrong?  TIA!

: Nevermind.  After I posted the question, I realized I was calling a procedure, not declaring a variable.  I took the 'int' out of the line.  Duh.  Thanks anyway!  You've been a big help today and I appreciate it!

You know, that's interesting. I wouldn't have thought it would work with 0 for the speed (the second number) I guess it knows to use the default.