The Dink Network

Re: Darkness - incremental fade down

August 23rd 2007, 03:45 PM
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I've been looking through the scripts of Dink Goes Boating and I don't quite understand the darkness thing by the dragon carcasses. It only works in the reDink.exe engine... I thought that was v1.08? Can this feature be used in a normal D-Mod with true colour?

Another question I might as well ask in this thread: Am I right in thinking that the engine reads scripts from the D-Mod story folder before the main game folder, so if I have a script with the same name as an original one the engine will ignore that one and only use mine?
And does it work the same way with graphics or would that be more complicated?
August 23rd 2007, 04:11 PM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
"It only works in the reDink.exe engine... I thought that was v1.08? Can this feature be used in a normal D-Mod with true colour?"

ReDink.exe is an improved unofficial version of the Dink engine. Dink 1.08 has a lot of more improvements, new functions, and it IS official. The darkness trick was not added to Dink 1.08, as far as I know.

About your second question, yes, it will use your script before it tries to use the original Dink's. And it works just the same.
August 23rd 2007, 05:28 PM
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Ok, thanks!
August 23rd 2007, 06:52 PM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
...Did the spam filter just kick in?
August 24th 2007, 02:10 AM
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DinkDude95
Peasant He/Him Australia
The guy with the cute D-Mod. 
Actually, before I redid Frozen In Time, I had a script named s1-gate which is the same as a script in the original Dink game. And when I went on that screen, Chealsea walked on the screen! After that I had to change the name of the script.