The Dink Network

D-mods

November 24th 2007, 01:44 PM
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Filip
Peasant They/Them
 
I need help about creating D-mods.Can anyone help, please?
November 24th 2007, 01:45 PM
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Filip
Peasant They/Them
 
I know only a little.
November 24th 2007, 01:55 PM
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Marpro
Peasant He/Him bloop
 
Hello and welcome I suggest you read the "How to create a D-Mod" sticky topic. If you haven't got any programming skills in DinkC you should probably download "Rudiment of scripting". I also recommend that you download "Windinkedit" since it makes everything much more easier.
November 24th 2007, 02:09 PM
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Hylander
Peasant He/Him United States
Playin solitare till dawn with a deck of 51.. 
Welcome aboard Filip...

Click on the "Files" tab on the sword, then click on the "Dev" tab. There are many files and tutorials available, so get in a "reading mode" and get comfortable.

Once you understand the concept, don't be afraid to experiment with the "development packages," and the "skeleton" files, using the editor.

Before you know it, you'll soon be on your way to enjoying DMOD building, or pulling your hair out.

Good Luck
November 24th 2007, 02:32 PM
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Filip
Peasant They/Them
 
Thanks man.
November 24th 2007, 02:35 PM
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Filip
Peasant They/Them
 
I didnt readed "how to create D-mod".Where can I find it?
November 24th 2007, 02:52 PM
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Filip
Peasant They/Them
 
I dont know how to move screens, if it is even posible.I dont know how to replace screen from another map.I dont know anything about replacing screens from another map.
Please, help if you have a time.
November 24th 2007, 06:13 PM
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Click here for the "How to start making D-Mods" thread.

If you are using WinDinkEdit, you can move screens by right clicking on the screen you want to move, select "copy screen", then go to a new screen, right click on it and select "paste screen". Then you can delete the first screen if you need to.

To get a screen from another map, click "tools" then "import screen" or just press L on the keyboard. Choose which D-Mod you want to get the screen from, click on which screen you want and then click where you want it in your own D-Mod.

Hope this helps
November 25th 2007, 09:01 AM
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Filip
Peasant They/Them
 
I dont using WinDInkedit, but thanks anyway.
November 25th 2007, 01:23 PM
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I congratulate you for your choice of editor, Dinkedit is faster and better.

Anyway, there's not much difference between importing screens in WDE and DE. L -> Enter to copy a screen from the same map, L -> dmod path (eg. c:\program files\dink smallwood\island\) -> enter to copy screens from other dmods.
November 27th 2007, 05:27 AM
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metatarasal
Bard He/Him Netherlands
I object 
Dinkedit is faster and better.

Until you're going to do screenmatches...
November 27th 2007, 11:07 AM
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Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
Until you're going to do screenmatches...

Just press M, it'll screenmatch just as fast

Yeah, you can see various screens at once in WDE but frankly, it hasn't been a problem for me in DinkEdit; just place the trees correctly right away or remember to move/check them on the other screens when you do move them
November 29th 2007, 01:24 PM
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metatarasal
Bard He/Him Netherlands
I object 
Well, for me it has been a problem. It's really tiresome to see if everything is lined up correctly. Sure theoretically screenmatching is fine, but still I had trouble getting the big picture. (Even with a mini-map.)

But the real trouble is if you want to undo something. It often leads to 'double trees', Just try to burn trees in As good as eternity... Or see off-screen enemies turning up after a little wait. It 'should' work if you pay attention, but unfortunately for me it just causes to many errors.

Having said all that, I think that it is great for creating interiors. (Though I don't use it, just because I don't like to switch between editors all the time and I'd have to re-learn all the key's)

And silently I still use DinkEdit for editing hardboxes.
November 29th 2007, 03:38 PM
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The multiscreen view IS pretty awesome. I occassionally use windinkedit for finding screenmatch errors and getting a good overview of areas, but Dinkedit works better on the whole. WDE does some things well, and fails at others.
November 30th 2007, 03:01 AM
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Phoenix
Peasant He/Him Norway
Back from the ashes 
My major concern when using WinDinkEdit is precision work. If it is possible, I never figured it out. I loved how you could move things around in DinkEdit pixel by pixel, and I couldn't manage to do that in WDE.
November 30th 2007, 03:20 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
I think i'll never learn how to use WinDinkEdit. DinkEdit's just so much easier. Just press some number and you can go in houses and such. But in WinDinkEdit, you'll have to press the mouse every little time and know everything very fast. Sure, the trees must be placed nicely, if it goes to other screen, but you'll get used to it. It's very easy for me now. I think, that DinkEdit is actually the WinnerDinkEdit.
November 30th 2007, 05:42 AM
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WDE RULES!!
December 2nd 2007, 06:57 AM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
If you can get used to the dozens of keys you have to use, DinkEdit might be the better choice. Me, I prefer a good user interface over that, and as long as I can use common hotkeys it's all fine by me.