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March 5th, 06:20 AM
custom_robj.png
Robj
Jester He/Him Australia
You feed the madness, and it feeds on you. 
Seth has risen from the darklands and updated Dink Smallwood HD to version 2.08.

The web version has also been updated and Android version to come shortly.

See below for the list of changes and bugfixes.

Limits:
Sequences = 2000
Frames = 100
Addressable sprites = 30000
Active sprites per screen = 300
Script callbacks = 200
Vars = 250
Scripts = 400
Concurrent audio channels = 64
Loadable sounds = 200
Tilesets = Up to TS61, tile index 0 - 7808
Background Sprites = 200

Fixes, Additions, Alterations:
* get_dinkspeed() will return dinks internal speed value; whatever the current set_dink_speed value is.
* enable_all_sprites() and disable_all_sprites() now works correctly
* make_global_function now works correctly
* gfx_alttext_disable in the ini will disable the text box effect; set_gfx_alttext_disable(0 or 1) can also be used in DinkC
* Re-enabeled preload_seq DinkC command
* DinkC version (get_version) increased to 114.
* NPC Text sprites(say, say_stop, say_stop_npc) sp_x return value will not increase past 470 (position of text when at right screen bound), prior to this it could retrieve incorrect position of text sprite when text is against right side of screen.
* Fixed issue where some variables won't be totally cleared when a second game/dmod was loaded, could cause the intro screen to have tiles on it from the previous game, oops
* Fixed issue where the black background used with aspect correction of the window size might not fully cover an 8k monitor (untested, I don't have one!)
* Checked midi issue with 9 gems of life II, 1.mid doesn't play at startup because FMOD doesn't like the format of it. If replaced with a different midi it will work. (unfixable by me, FMOD issue)
* When playing with "Smoothing" off and at an exact 4:3 screen ratio, DinkHD will now be "pixel perfect" (thanks Drone). I guess with some work this could also work with smoothing on (sub pixel and texture clamp settings?) but maybe for another day
* set_use_latest_fixes_level() dinkC command added, currently level 1 will cause next two bugs to be fixed. (the idea is new DMODs can say "hey, fix the bugs" but old ones won't break because things got fixed)
1. BUGFIX: "/=" math operations now work correctly (previously, only "/" worked right.. so er.. yeah)
2. BUGFIX: Missile weapons with an odd # like strength 5 can now actually do 5 damage sometimes, previously they couldn't due to using integer division