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April 16th, 11:51 AM
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yeoldetoast
Peasant They/Them Australia
LOOK UPON MY DEFORMED FACE! 
0.92
A patch release has turned into a full release with some minor bugfixes and user conveniences once again recommended for all.

Bugfixes:
* Command line segfault (thanks drone1400)
* Made enable/disable_all_sprites() affect all living sprites (thanks Robj)
* Improved bounds-checking for SFX playback slots
* Cursor would get stuck on title screens with debug mode on
* There were some leftover sprite limits in brains that assumed a maximum of 300.

New:
* A comprehensive live sprite info viewer which lists almost every sprite attribute including hidden ones
* A font and text window for testing initfont and altering text colours.
* Screenshots may be made from the "display" menu or by pressing Alt+S which are saved to "screenshot.png" in dmodpath.
* Alt+P will pause and resume, and may be automated upon focus loss under the "display" menu. Pausing will also properly affect BGM and SFX.
* An SFX viewer. This differs to the audio window and shows you which sound slots are in use and offers a preview at native freq.
* The tile window has a painter that will fill the screen's tiles with the entirety of a 600x400 tilesheet.
* The inbuilt cheat contains an instant map warp along with a few other things.
* A "Dink" colour scheme may be applied to the UI from the display menu.
* Atk/def/magic stats above 999 have the thousandths column visible
* "Lock player speed variability" under the speed menu will switch off player sprite speed compensation that occurs due to FPS fluctuations. (thanks robj)
* Incredibly slow speed option will run at 1/10th of normal speed
* get_dinkspeed() will return internal "dinkspeed" value.
* Using fast/slow modes will affect music tempo and SFX.
* There is a tab for viewing engine vars in the "variables" window.
* Tooltips are available under the help menu. Not everything has tooltips yet.

New in DinkLua:
* Serialisation is available with dink.todisk(mytable, filename) and back again with local mytable = dink.fromdisk("filename") in which filename is in the root of dmodpath.
* dink.get_cheat() returns a bool to check for the use of the cheat window.
* dink.copy_to_clipboard(string) will copy the specified string to the clipboard.
* player.get_speed will provide the internal "dinkspeed" value used for calculating the player sprite's walk speed.
* dink.playmidi() accepts an optional fade-in value. dink.playmidi("1.mid", 9000) will fade in Ave Maria over 9 seconds.
* dink.fade_out_music(int time) does something similar.

Changes:
* Messed with sound_set_vol calculations again so they hopefully match olde Dink.
* Alt+H toggles properly now
* Alternate text boxes option has been fleshed out a bit more and moved to the "display" menu. Please see notes below.
* Doubled loadable sound slots to 200
* Bumped up maximum sequences to 1500, sprite info entries to 2000, max sprites (in dink.ini) to 6000, concurrent scripts to 400 and callbacks to 200. This may break something, but so far I haven't noticed anything.
* The system information window contains a list of these limits.
* The console is also visible outside of debug mode, mostly to warn the user, and may be tabbed to if not in focus.
* User settings will only be autosaved if one ventures beyond the title screen before exiting.
* The default log level is saved to user settings when altered.
* The sprite editor and list feature punch-selection.
* Timing is 64-bit throughout just in case.

Technical changes
* Improved (maybe) static/shared library linking rules for various operating systems when compiling.

Removals:
* Smooth shadows

Notes:
* Setting sound vol to -1000 is equivalent 50% attenuation which more or less matches the statement in the DinkC reference of "-1000 is about half-volume". It can also be amplified, and setting it to 1000 is equivalent to 200%.
* Alternate text display is for when the author has used Seth's fancy "multiple colours in text" feature such as in "Evolving Magic" which might be the first to do so. It will not work with initfont, or in full-screen/maximised window mode very well, and won't display while debug mode is on.
* Big thanks to gokussj6 (I think) for editing the PCGamingWiki. Apologies in advance if I should change the URL
* There will be no more arm64 appimages