The Dink Network

Dink.ini, complicated :|

July 23rd 2008, 07:17 PM
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Marpro
Peasant Male bloop
 
I'm adding some new graphics to my upcoming D-Mod but I have some annoying problems. My knowledge in dink.ini sucks, yeah, really sucks. I've read about hardboxing in the reference but I don't get it. It seems so complicated. How did you learn? I would really appreciate some advices!
July 24th 2008, 03:10 AM
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Tyrsis
Peasant Female Russia
 
I used Advanced Dink.ini Editing (by RedInk)
and Dink.ini Index (by Gary Hertel) tutorials
July 27th 2008, 01:13 PM
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Marpro
Peasant Male bloop
 
It wasn't so complicated after all. Thanks Tyrsis!
July 28th 2008, 12:33 AM
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Tyrsis
Peasant Female Russia
 
You are welcome
July 29th 2008, 12:33 PM
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Marpro
Peasant Male bloop
 
Gah! I thought that I've had figured it out, but apparently there's still some unclear points.
The hardbox is right now but the depth que isn't! What's causing that?

Would appreciate some more help...
July 30th 2008, 12:26 AM
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Tyrsis
Peasant Female Russia
 
Normally you don't specify the depth que. Just set it to 0.
July 30th 2008, 04:58 AM
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Beuc
Peasant Male France
 
What do you mean by "depth que" in dink.ini? Do you mean the x,y sprite center?

By the way, if you edited your sprite in Dinkedit, make sure there isn't a duplicate 'load_sequence' or 'set_sprite_info' at the end of dink.ini that replaces the configuration for that sprite.
July 30th 2008, 06:39 AM
custom_marpro.png
Marpro
Peasant Male bloop
 
What I meant with the depth was that I've added some new trees but dink can walk in front of the tree where he shouldn't. Dink should be behind the tree, not atop of it. That's my problem.

Suggestions?
July 30th 2008, 07:40 AM
farmer.gif
Beuc
Peasant Male France
 
You probably need to edit the depth dot (x,y "coordinate center" in the dink.ini index tutorial) and place it at the base of the tree. Best done with *dinkedit
July 31st 2008, 03:24 PM
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Tyrsis
Peasant Female Russia
 
Have you by any chance set your sprite as a background sprite? There are "normal" sprites, that can be walked behind, and background ones, those are allways behind.
August 1st 2008, 06:44 AM
custom_marpro.png
Marpro
Peasant Male bloop
 
No, they aren't set as background sprites (wish they were!).

"You probably need to edit the depth dot (x,y "coordinate center" in the dink.ini index tutorial) and place it at the base of the tree. Best done with *dinkedit "

But I made the current depth dots in dinkedit, should I delete them and try again?

(This reminds me of my early days of '06)

August 1st 2008, 08:35 AM
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scratcher
Bard Male Finland bloop
cigarette bonca 
There's a bug with setting depth dots in Dinkedit, the sprite info will all be on one row in dink.ini and needs to be fixed manually. Awesome demonstration:

SET_SPRITE_INFO 91 4 56 59 -48 -30 21 8SET_SPRITE_INFO 91 4 56 59 -48 -30 21 8
August 1st 2008, 08:56 AM
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Marpro
Peasant Male bloop
 
I noticed that error too, Scratcher... I corrected it, but my problem still remains.
August 1st 2008, 01:23 PM
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Tyrsis
Peasant Female Russia
 
Well, one more stupid question...
You noticed that in dinkedit hard box (black square) and depth dot (thin black cross) are edited separately, yes?
That thin cross is at the tree's roots?
August 3rd 2008, 11:30 AM
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Marpro
Peasant Male bloop
 
Nope, I didn't have the tree's roots at the black cross. How are they edited separately? It didn't seem to work to get the hard box right on the black cross..

I feel so dumb.
August 3rd 2008, 01:32 PM
farmer.gif
Beuc
Peasant Male France
 
Maybe you just changed the tree's depth queue (attribute '8' in Dinkedit)?
Otherwise, well, add your tree in a skeleton d-mod and make it downloadable somewhere so everybody can investigate
August 3rd 2008, 03:37 PM
custom_marpro.png
Marpro
Peasant Male bloop
 
The thing is, I don't really know how to move the hard box (the black square) to the depth dot (the thin cross). How?

There's just two directions I can move it, down and to the left... Odd.
August 3rd 2008, 06:08 PM
spike.gif
scratcher
Bard Male Finland bloop
cigarette bonca 
Well, there are three "modes" in hardness editing that you can toggle with the tabulator. One expands the hardbox right and down, one expands it up and left and one moves the depth dot...
August 3rd 2008, 07:59 PM
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Marpro
Peasant Male bloop
 
Three modes ... I didn't notice the third mode, actually. dang, no one has ever deserved flaming more than me right now. Sorry for being such a donkey.

Thanks Scratcher, Beuc and Tyrsis for your valuable assistance! Now I'm off modding.