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Reply to Re: Removing/changing limits in the source code

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October 13th 2011, 02:19 PM
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darksign13
Peasant He/Him United States
Hungry, Horney, and Helpless... Take me home. 
Haven't looked into the source code, but it should be as easy a locating and changing a few numbers. It will probably take a few days to do, and a few months of beta testing before we find all the bugs we've created.

A few possible issues I foresee:

* There will be no backward compatibility for mods that make use of sprite (1000). In point of fact, Dink Smallwood its self will need to be rewritten.

* All editors written up until now that rely on the original limits will need to be rewritten too to allow for the new limits.

We could also re-vamp the whole thing so that there were no limits, but that would cause even worse compatibility problems that would take longer to fix.

It would be no different from any interpreted language taking a major leap. (Such as python 2 to python 3.)

EDIT: That being said, all it will really take is a little time before it can be considered a functional alternative. We should probably give it another name, such as dink+ or something, so dinkers know the difference. It is most likely they will just have to have both versions on their computer. The old version for old dmods, the new version for new dmods.