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July 24th 2022, 04:31 AM
seth.gif
Seth
Peasant He/Him Japan
 
sp_custom on sprite 1 - Yep, noticed that crash and already fixed that earlier today in fact!

Here's what I've fixed so far (I've been working my way through the dmod just playing it normally - it's excellent btw, nice job. Coaxing the engine to push in four directions is pretty amazing.

* Fixed issue with black tiles at the start of Charlie's Legacy (Now properly rebuilds surfaces when dynamically switching from
8 bit to 32 bit color back buffer mode, it does this the first time it detects high color sprites in a dmod) (robj)
* Fixed issue with pushing animation code that caused Charlie's Legacy to freeze dink on frame 1 when pushing (robj)
* sp_speed with an invalid sprite can no longer cause a crash, will report it in the log instead. Really all sp commands need this...
* Unless you're using touch controls, choosing an inventory item will no longer auto-close the menu, not really need for keyboard/gamepad players (robj)
* load_script gives a warning to log if you try to load a script to a sprite that doesn't exist instead of crashing
* Added support for bmps using "bitfields" (to Proton), have never seen one in the wild, but Charlie's Legacy's map-03.bmp uses it

If I play for a while I've had a few instances of crashes due to a script trying to sp_<something> to illegal sprite values (like 8262 etc) sometimes, is this something that happens in freedink too sometimes or just here?

It's logging some scripting errors which I'm going to check out later to see if they are really problems or what, but one that looked like a typo (sp_xutom?) is in phisend.d:

&save_x = sp_xutom("PosAltered", &arg4, -1);