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August 5th 2022, 12:16 PM
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Robj
Jester He/Him Australia
You feed the madness, and it feeds on you. 
"If any Windows users are interested, here it is for testing. It should be able to be dropped alongside your existing freedink.exe and launched the usual way. This build also fixes the soundbank number bug which ghostknight erred against due to the risk of unforeseen consequences, but I am of the belief it should be fine."

This should be fine to test with Charlie too without breaking sounds. Every script that kills sounds in Charlie uses a check to see if freedink 109.6 is in use before it subtracts 1 from the soundbank. Since this fix removes the sound bug, the 109.6 check will fail (since it uses that discrepency to check that version), and the -1 will never happen. Also, with a fixed version of FreeDink, I don't think there will be a way for me to differntiate between vanilla 1.08 and FreeDink 109.6. But the reason I created vcheck in the first place was so people could check for this and isolate certain sections in scripting to counteract the bugs. If it's fixed, it probably doesn't even need updating.. or if an official fixed version gets released I might update it one more time to block out the broken version.

Older versions of FreeDink were easy to check, their default sp_custom value when not set would be -1, rather than "0" like other versions, so I just checked a null key on a created sprite for that.

Although with a completely fixed version of FreeDink available, the ability to differentiate between it and 1.08 would be lost, you can force crash Dink 1.08 and FreeDink 108.4 by doing: sp_custom("null", 1, -1); (null can be anything). Trying to retrieve a sp_custom key on Dink in anything earlier than FreeDink 109.6 or the latest official build of DinkHD, will crash the game. So you can force players out of vanilla 1.08, but it won't be a prompt, it'll be a crash.