Reply to Re: Dink and Idle graphics replacement
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Well that's uncanny. I've recently been investigating that pack too. I've managed to get the idle working in the four directions by getting rid of all the frame alias and delays in dink.ini, as well as by removing all the init lines in both main and weapon scripts.
If it's just showing blank in that direction, then I assume there's something wrong with dink.ini or the files themselves. If it's falling back to main data on the idle, it suggests that there's a stray init line somewhere. The are no hard-coded paths for sprite graphics in the engine, only sequence/frame numbers.
If it's just showing blank in that direction, then I assume there's something wrong with dink.ini or the files themselves. If it's falling back to main data on the idle, it suggests that there's a stray init line somewhere. The are no hard-coded paths for sprite graphics in the engine, only sequence/frame numbers.