The Dink Network

Time for fade_down?

October 4th 2008, 05:13 PM
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Fade_down and up pause the script... does it take a set amount of time, or does it depend on each computer's graphics setup or whatever?
I know the speed can be different depending on whether true-colour mode is on or not, so I presume it's not a set time. Is that right? I hope not.
October 4th 2008, 11:34 PM
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DinkDude95
Peasant He/Him Australia
The guy with the cute D-Mod. 
I'm pretty sure it is all dependent on your computer and stuff.

Except, about the true colour thing, I recently realised that you need a seriously crappy computer for it to reduce the fading times. I got upgraded to a NVidia Zeus 5500, and the fading times are perfect.
October 5th 2008, 08:47 AM
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"I'm pretty sure it is all dependent on your computer and stuff."

I thought so, but I wondered if someone who has knowledge of the Dink engine code could confirm this...

And about true-colour fading, I have a pretty good computer but there is still a noticable difference with true-colour turned off.
October 5th 2008, 09:20 AM
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Beuc
Peasant He/Him France
 
Hey,

1.07 8bit: it's designed to fade down during 1000ms; if the computer is too slow, the fade will be incomplete (semi-dark)

1.08 8bit: it's designed to take 500ms

1.08 true-color: it's designed to take 400ms (coded differently)
However, one of the values (i.e. fps_final) used to determine the time may be "adjusted" depending on your computer speed, so this may vary. Typically if you have a very fast computer (able to refresh the dink screen in < 12ms) the fade will go faster because of a miscomputation. Similarly if the computer is too slow and refreshes less than 15 FPS (more than 70ms), the fade will take longer.
1.08 FreeDink: takes 400ms

Note that the fade_up() time is different.
October 5th 2008, 04:16 PM
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Ok thanks, that should be accurate enough (trying to sync a cut-scene to music. Worth a try).

Do you have a time for fade_up?

Edit: Is there a way to 'cancel' a fade_down? Ie, make everything visible without using fade_up?
October 9th 2008, 02:54 PM
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Beuc
Peasant He/Him France
 
Syncing a cut-scene and music will be hard even without fades, because for similar reasons the sprite speed isn't the same everywhere. But if you accept a low threshold it can work.

If you're worried about fades, maybe you could spawn a script and do the fade in that new script. Meanwhile, your main script will wait(2000); and continue independently of the fade status.

To avoid a fade_up effect, you might use fade_up() on a black screen (where this will have no graphic effect) and then load another screen.

On to fade_up() time

1.07: depends on whether the game could complete a complete fade_down(), or only a partial one (fade_up will then be quicker). It then depends on computer speed (the faster computer, the quicker fade)

1.08 8bit: depends on computer speed

1.08 32bit: same than fade_down() 32bit
October 9th 2008, 04:24 PM
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Forgot about sprite speeds being different as well. Maybe this isn't such a good idea if it'll only work on about 3 computers

Thanks!