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August 7th 2024, 10:12 AM
custom_simon.gif
SimonK
Peasant He/Him Australia
 
To my knowledge, there is no script overriding it that I can see. It just shows up as a blank blue slot in WDED+ if I use the same folder path as all the other idle sprites, and all the others show up, 1, 3, 4, 6, 7, 8, 9 in WDED+.

I can swap the graphic sprites around and put those in direction 2 into slot 11, and they show up in WDED+ - so it is not the graphic files themselves. And swapping direction 1 into slot 12, they also disappear

So the weird fix is match the folder structure of the original game, but not the name and they appear in slot 12.

I am using the Robj gelatin skeleton dmod, which I haven't had an issue with this before - Necromancer, which is using custom Dink graphics that all show up correctly but they are using the identical folder structure for the game for the Dink replacement graphics.

I've searched through the dink.ini and can't find anything else trying to load into slot 12

This is what I currently have in the dink.ini file to get around this weirdness

//NEW DINK idle 
load_sequence_now graphics\man-1\man1idl\midl1- 11 250 47 81 -13 -13 13 6
;load_sequence_now graphics\man-1\man1id1\test\midl2- 12 250 47 81 -13 -13 13 6
load_sequence_now graphics\man-1\man1idl\midl3- 13 250 47 81 -13 -13 13 6
load_sequence_now graphics\man-1\man1idl\midl4- 14 250 47 81 -13 -13 13 6
load_sequence_now graphics\man-1\man1idl\midl6- 16 250 47 81 -13 -13 13 6
load_sequence_now graphics\man-1\man1idl\midl7- 17 250 47 81 -13 -13 13 6
load_sequence_now graphics\man-1\man1idl\midl8- 18 250 47 81 -13 -13 13 6
load_sequence_now graphics\man-1\man1idl\midl9- 19 250 47 81 -13 -13 13 6

load_sequence_now graphics\dink\idle\midl2- 12 250 47 81 -13 -13 13 6


I know that there is no cause for all the diagonal directions, but since Ric made the graphics I thought to see what would happen if I use them all.

I even enabled the diagonal attacks for fist and sword on his replacement character for Dink, and that is fun to run and hit on the move.

I've scripted the woman character(s) so she can flip between brain 9 and 10 and attack with as a "attacker" or a "caster" - she is taller than the main character which is fun.

There were no death graphics for the "man" character, nor push or crawl, which is a shame.

I did rename a fair few files to follow the standard dink format of xxxxx-00.png.

I have a basic DMOD working for all these sprites now, although most enemies don't have a specific script just some settings via WDED+ to get them moving. The only ones I've not used are the inventory stuff.

I plan to upload this as a revised file if possible, if that sort of thing is allowed seeing as I'm not the original author.

================

Am looking forward to when WDED+ supports sprite slots above 1000 to match the current DinkHD and YOD engines