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December 23rd 2015, 10:04 AM
dinkdead.gif
millimeter
Peasant He/Him Canada
Millimeter is Wee-Lamm, Recording Artist. :-) 
Just for clarity, in HD I can use the [TAB] key to speed up the engine. Is this merely a part of the HD interface that reduces the number of wait states between executing each parsed action? I ask because, even when Dink seems frozen in this situation, I can hold [TAB] which speeds up his swaying in Idle animation.

I also noticed in a couple other script files that there are extra closing braces, though these would be in scripts that haven't been actioned yet as they apply later in the game. I presume that none of the scripts would be known to exist to the engine except during the period between being created and killed?

I also wonder, if HD is properly looking after it's house-keeping chores. It seems that it holds onto some bits even after loading a completely different DMod, in that sprites are not visibly drawn though they are there. Things such as invisible walls and monsters that can still attack, which is cleared by closing HD but not by simply reloading the Module.

This same issue occurs in slayer1.c.

void talk(void)
{
freeze(1);

choice_start();
"Hello!"
"I see the former owner was a knight."
"Do you like it here?"
"Have you been here long?"
"Leave"
choice_end();

if (&result == 4)
{ snip }

if (&result == 3)
{ snip }

if (&result == 2)
{ snip }

if (&result == 1)
{ snip }

unfreeze(1);
--------------------------------------------

*Note: I snipped the series of...
say_stop("`5Yes, it's allright.", &current_sprite);
wait(200);
say_stop("At least you've got plenty of food.", 1);
wait(200);

As they all seem to appear as they should.

When I first tried adding just the empty line (I used 2 for added measure), I noticed it did exit nicely from the first option but still seized if choosing 2 - 4, but the "Leave" seemed to work okay. Then, just for curiosity, I completely exited HD and restarted, and it seemed to work a few times, but I then visited next door to where "housebonca" is connected 'in the editor' to one of the boncas there, though the script does not exist, then going back to the slayers and the shelf-guy again failed.