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

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October 14th 2011, 11:53 AM
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Kyle
Peasant He/Him Belgium
 
Duckhater, that problem is fixed if you run Dink using Aural+, like I do.

Yeolde, the point of the graphics is that you DON'T have to write the frame lines, because I would like nothing more than to build a repository for all the community work and have it ready as a community pack to build d-mods from. In essence, nobody would have to write a single dink.ini line anymore unless they want to add their own new content, all the other content would be made readily available with dink.ini lines included, as well as logical order in sequences (unlike now...).

Someone, I know the preprocessor can't do anything new like arrays, but it definitely makes scripting a million times more manageable when you're doing some more intricate stuff I mean, I've looked through your MouseDink scripts and although it's miraculously well scripted using DinkC in its current form, it could be so much more readable through the preprocessing, wouldn't you say? This is mostly a quality of life change that I support.

New features such as arrays would be nice too and could be included. Altering existing scripting functions would be too much for 90% of this community.

And I've already run into two sitatuations where I run into the globals limit. One is a log/treasure map keeping track of all the secrets that have been found with their location dynamically stored and the second is a questlog. Both require so much data storage it's almost impossible to do without using globals (yes you can use supervariables but that's a mess and it doesn't allow values over 9 to be stored).