Reply to Re: WDE 2.0
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For the hardboxes not scaling, since you usually only use the sprites on one scale you can just make it match the scale you intend to use to display the sprite.
But if one were willing to actually try to do an engine-level support for high-res sprites, I'd like if it didn't depend on dink.ini, but was something like (using the inter/save/save- as an example seq): the game checks if the sequence's graphics normally (i.e. first from d-mod folder, falling back for main game if d-mod does not have the seq), and if there's a [seq-name]-[frame-number]_x#.bmp (where # is integer > 1), then it would load that file as higher-resolution replacement for the original file. So, for example, for inter/save/save-01.bmp, if there is inter/save/save-01_x2.bmp at the same directory, then it'd load the latter file and downscale it to ½-size when rendering.
This would allow one to add hi-res graphics for the main game and have them work with the existing D-mods without modifying the D-mods. If an engine added this, it should not load hires-graphics from the main game if the d-mod has nornal-res-graphics of the same name, as they're likely different from the main game's.
But if one were willing to actually try to do an engine-level support for high-res sprites, I'd like if it didn't depend on dink.ini, but was something like (using the inter/save/save- as an example seq): the game checks if the sequence's graphics normally (i.e. first from d-mod folder, falling back for main game if d-mod does not have the seq), and if there's a [seq-name]-[frame-number]_x#.bmp (where # is integer > 1), then it would load that file as higher-resolution replacement for the original file. So, for example, for inter/save/save-01.bmp, if there is inter/save/save-01_x2.bmp at the same directory, then it'd load the latter file and downscale it to ½-size when rendering.
This would allow one to add hi-res graphics for the main game and have them work with the existing D-mods without modifying the D-mods. If an engine added this, it should not load hires-graphics from the main game if the d-mod has nornal-res-graphics of the same name, as they're likely different from the main game's.







