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Info on the dink data files..
I'd like some documents on the structure of the several data files of dink, like the map and the hard file,.. for a certain conceptual project of mine..  
Re: Info on the dink data files..
: I'd like some documents on the structure of the several data files of dink, like the map and the hard file,.. for a certain conceptual project of mine..



I have partial information on map.dat and dink.dat, but only as much as I needed for SpriteReplacer. I don't know if it would be much good to you.
no?
: I'd like some documents on the structure of the several data files of dink, like the map and the hard file,.. for a certain conceptual project of mine..

Re: no?
: : I'd like some documents on the structure of the several data files of dink, like the map and the hard file,.. for a certain conceptual project of mine..



go to http://www.snowcrystal.tk/ and vist the "Current productions" section to see what Phoenix is doing. ;) :)
Re: no?
: : : I'd like some documents on the structure of the several data files of dink, like the map and the hard file,.. for a certain conceptual project of mine..

: go to http://www.snowcrystal.tk/ and vist the "Current productions" section to see what Phoenix is doing. ;) :)



well.. thats nice.. But I could use the information, since Im planning to write a new engine myself, in C, using sdl and opengl, and I will write my own file loading routines and script parser..



Because Im tired of all the features that I dont have in the regular dink engine, and it isn't moving anywhere,.. and I hate being limited to only 256 colors..

Are you moving your TC project to a new engine? <sup>[NT]</sup>
[No message content]
Re: Are you moving your TC project to a new engine?
yea, but an engine that would be backwards compatible with other dmods..
Re: Are you moving your TC project to a new engine?
: yea, but an engine that would be backwards compatible with other dmods..





omg, I just realised, that would be the death of dink :D

Hope the new engine can play in game avi (divx) files <sup>[NT]</sup>
[No message content]
hell yea?..
Im no programming guru, But I know my way around C and I can do what I can..



My forms of improvement would be a more powerful scripting system, functions, types, structures, and a helluva lot more global variables.. but basicly moving all the hardcoded stuff over to the scripting part of the game, sure, it would make it slightly harder for the regular hobby dmodder to make dmods, but it would let the dmodders do more than possible..



the graphics engine update would be a major one, I will only be using opengl, since Im too bored to go around doing it software aswell, but maybe I will..  Anyway, here we will have a 32bit graphics, thus letting sprites have an alpha channel, which will give the edges a much smoother look, and well, the graphics would look simply amazing.. and with a more powerful scripting system people could make stuff like lightning, simply by having a script that creates a sprite that is transparent in a certain color, and thus lighting up a place.. and oooh, particles,.. explosions, rain,.. snow.. with a simple function in a script..  and finally, hardware filtering of translated sprites, such as rotated and resized..



and now sound?.. well, first of all, prolly routines to let the engine load up more file formats, such as mp3's.. this would finally let the old sucky midi format die out, but ofcourse, I'd still let midis be supported.. but mp3s would cut down the size, and at the same time let the dmod have amazing music..





oh, and features that would hinder the old dmods?.. how about multiple maps?.. no more file switching, just a simple function in the scripts and you are on a new map file!.., and ooh! more of everything!..



but enough of this, I need info on those data files.. or I'll write my own engine that would not be backwards compatible..
Re: hell yea?..
Well if you want any info about the dink data structures and the way it works I'd highly recommend downloading the WDE source.  It does use some directx code but that is easily changeable.  And the mfc is separated from the main dink code for the most part.



Now, as for writing a new engine I hope you have a lot of programming experience or this won't be going anywhere.



Now onto the real reason for you post.  You really don't want to do this, you have no idea how bad the original game was coded.  The data structures are terribly inefficient and you're going to end up replicating a lot of his bugs and bad coding like I had to do for WDE.  Being limited to the one screen at a time limitation of the original engine is also really bad.



That said, I had actually started on a engine myself (although not for this game).  What I found out real quickly is that you really need to make the engine and the editor at the same time or you're not going to get anywhere.  I didn't have any idea how to write a decent editor and hence windinkedit was born to give me some experience (although since I had long since stopped playing dink I was a bit hindered).  



Never got around to getting back to that engine because the 3d engine demon caught me.



But if you really do want to redo the engine I'd recommend finding a way to convince Seth to release the code for it.
Re: hell yea?..
: Well if you want any info about the dink data structures and the way it works I'd highly recommend downloading the WDE source. It does use some directx code but that is easily changeable. And the mfc is separated from the main dink code for the most part.

: Now, as for writing a new engine I hope you have a lot of programming experience or this won't be going anywhere.

: Now onto the real reason for you post. You really don't want to do this, you have no idea how bad the original game was coded. The data structures are terribly inefficient and you're going to end up replicating a lot of his bugs and bad coding like I had to do for WDE. Being limited to the one screen at a time limitation of the original engine is also really bad.

: That said, I had actually started on a engine myself (although not for this game). What I found out real quickly is that you really need to make the engine and the editor at the same time or you're not going to get anywhere. I didn't have any idea how to write a decent editor and hence windinkedit was born to give me some experience (although since I had long since stopped playing dink I was a bit hindered).

: Never got around to getting back to that engine because the 3d engine demon caught me.

: But if you really do want to redo the engine I'd recommend finding a way to convince Seth to release the code for it.





I know my limits, if I didn't know anything about coding I wouldn't botter thinking about this, since it would give me a headache, and oh, it already does..



one main reason I dont want to change the old source code is that ALOT has to be changed, and then rewriting the engine would be much more work, so making an engine from scratch is the optimal choice, and as for an editor, there is no need for one :), I'd just use the oh so old Dinkedit for a start.. but oh wth..     the 3d engine deamon has me too, but I do see 2d as a part of the 3d part in a 3d api, and oh what the hell am I babbling about..  I know I could make an engine if I gave myself the time, I know it wouldn't be optimal in performence, but I know it would be enough..     BUT enough of this..

Re: hell yea?..
: : Well if you want any info about the dink data structures and the way it works I'd highly recommend downloading the WDE source. It does use some directx code but that is easily changeable. And the mfc is separated from the main dink code for the most part.

: : Now, as for writing a new engine I hope you have a lot of programming experience or this won't be going anywhere.

: : Now onto the real reason for you post. You really don't want to do this, you have no idea how bad the original game was coded. The data structures are terribly inefficient and you're going to end up replicating a lot of his bugs and bad coding like I had to do for WDE. Being limited to the one screen at a time limitation of the original engine is also really bad.

: : That said, I had actually started on a engine myself (although not for this game). What I found out real quickly is that you really need to make the engine and the editor at the same time or you're not going to get anywhere. I didn't have any idea how to write a decent editor and hence windinkedit was born to give me some experience (although since I had long since stopped playing dink I was a bit hindered).

: : Never got around to getting back to that engine because the 3d engine demon caught me.

: : But if you really do want to redo the engine I'd recommend finding a way to convince Seth to release the code for it.

: I know my limits, if I didn't know anything about coding I wouldn't botter thinking about this, since it would give me a headache, and oh, it already does..

: one main reason I dont want to change the old source code is that ALOT has to be changed, and then rewriting the engine would be much more work, so making an engine from scratch is the optimal choice, and as for an editor, there is no need for one :), I'd just use the oh so old Dinkedit for a start.. but oh wth.. the 3d engine deamon has me too, but I do see 2d as a part of the 3d part in a 3d api, and oh what the hell am I babbling about.. I know I could make an engine if I gave myself the time, I know it wouldn't be optimal in performence, but I know it would be enough.. BUT enough of this..



Just a tip Eldron, don't use APIs for making a 3D game... APIs are so slow! Learn DirectX, if you already don't, and use that. :)
Re: hell yea?..
: : : Well if you want any info about the dink data structures and the way it works I'd highly recommend downloading the WDE source. It does use some directx code but that is easily changeable. And the mfc is separated from the main dink code for the most part.

: : : Now, as for writing a new engine I hope you have a lot of programming experience or this won't be going anywhere.

: : : Now onto the real reason for you post. You really don't want to do this, you have no idea how bad the original game was coded. The data structures are terribly inefficient and you're going to end up replicating a lot of his bugs and bad coding like I had to do for WDE. Being limited to the one screen at a time limitation of the original engine is also really bad.

: : : That said, I had actually started on a engine myself (although not for this game). What I found out real quickly is that you really need to make the engine and the editor at the same time or you're not going to get anywhere. I didn't have any idea how to write a decent editor and hence windinkedit was born to give me some experience (although since I had long since stopped playing dink I was a bit hindered).

: : : Never got around to getting back to that engine because the 3d engine demon caught me.

: : : But if you really do want to redo the engine I'd recommend finding a way to convince Seth to release the code for it.

: : I know my limits, if I didn't know anything about coding I wouldn't botter thinking about this, since it would give me a headache, and oh, it already does..

: : one main reason I dont want to change the old source code is that ALOT has to be changed, and then rewriting the engine would be much more work, so making an engine from scratch is the optimal choice, and as for an editor, there is no need for one :), I'd just use the oh so old Dinkedit for a start.. but oh wth.. the 3d engine deamon has me too, but I do see 2d as a part of the 3d part in a 3d api, and oh what the hell am I babbling about.. I know I could make an engine if I gave myself the time, I know it wouldn't be optimal in performence, but I know it would be enough.. BUT enough of this..

: Just a tip Eldron, don't use APIs for making a 3D game... APIs are so slow! Learn DirectX, if you already don't, and use that. :)







I hope you are kidding, directX is an api, I HOPE you knew that.. whereas direct3d is a part of directx,.. As for making a 3d game using a 3d api, I'd rather use the opengl api due to its simplicity, and its portability.. and the natural C nativity..
Re: hell yea?..
: : : : Well if you want any info about the dink data structures and the way it works I'd highly recommend downloading the WDE source. It does use some directx code but that is easily changeable. And the mfc is separated from the main dink code for the most part.

: : : : Now, as for writing a new engine I hope you have a lot of programming experience or this won't be going anywhere.

: : : : Now onto the real reason for you post. You really don't want to do this, you have no idea how bad the original game was coded. The data structures are terribly inefficient and you're going to end up replicating a lot of his bugs and bad coding like I had to do for WDE. Being limited to the one screen at a time limitation of the original engine is also really bad.

: : : : That said, I had actually started on a engine myself (although not for this game). What I found out real quickly is that you really need to make the engine and the editor at the same time or you're not going to get anywhere. I didn't have any idea how to write a decent editor and hence windinkedit was born to give me some experience (although since I had long since stopped playing dink I was a bit hindered).

: : : : Never got around to getting back to that engine because the 3d engine demon caught me.

: : : : But if you really do want to redo the engine I'd recommend finding a way to convince Seth to release the code for it.

: : : I know my limits, if I didn't know anything about coding I wouldn't botter thinking about this, since it would give me a headache, and oh, it already does..

: : : one main reason I dont want to change the old source code is that ALOT has to be changed, and then rewriting the engine would be much more work, so making an engine from scratch is the optimal choice, and as for an editor, there is no need for one :), I'd just use the oh so old Dinkedit for a start.. but oh wth.. the 3d engine deamon has me too, but I do see 2d as a part of the 3d part in a 3d api, and oh what the hell am I babbling about.. I know I could make an engine if I gave myself the time, I know it wouldn't be optimal in performence, but I know it would be enough.. BUT enough of this..

: : Just a tip Eldron, don't use APIs for making a 3D game... APIs are so slow! Learn DirectX, if you already don't, and use that. :)

: I hope you are kidding, directX is an api, I HOPE you knew that.. whereas direct3d is a part of directx,.. As for making a 3d game using a 3d api, I'd rather use the opengl api due to its simplicity, and its portability.. and the natural C nativity..



Uhh, yeah, I knew that, but it's a common mistake to refer to the API as the built-in windows APIs, and so I thought that was what you were doing. Cause those suck, literally.
Re: hell yea?..
: : : : : Well if you want any info about the dink data structures and the way it works I'd highly recommend downloading the WDE source. It does use some directx code but that is easily changeable. And the mfc is separated from the main dink code for the most part.

: : : : : Now, as for writing a new engine I hope you have a lot of programming experience or this won't be going anywhere.

: : : : : Now onto the real reason for you post. You really don't want to do this, you have no idea how bad the original game was coded. The data structures are terribly inefficient and you're going to end up replicating a lot of his bugs and bad coding like I had to do for WDE. Being limited to the one screen at a time limitation of the original engine is also really bad.

: : : : : That said, I had actually started on a engine myself (although not for this game). What I found out real quickly is that you really need to make the engine and the editor at the same time or you're not going to get anywhere. I didn't have any idea how to write a decent editor and hence windinkedit was born to give me some experience (although since I had long since stopped playing dink I was a bit hindered).

: : : : : Never got around to getting back to that engine because the 3d engine demon caught me.

: : : : : But if you really do want to redo the engine I'd recommend finding a way to convince Seth to release the code for it.

: : : : I know my limits, if I didn't know anything about coding I wouldn't botter thinking about this, since it would give me a headache, and oh, it already does..

: : : : one main reason I dont want to change the old source code is that ALOT has to be changed, and then rewriting the engine would be much more work, so making an engine from scratch is the optimal choice, and as for an editor, there is no need for one :), I'd just use the oh so old Dinkedit for a start.. but oh wth.. the 3d engine deamon has me too, but I do see 2d as a part of the 3d part in a 3d api, and oh what the hell am I babbling about.. I know I could make an engine if I gave myself the time, I know it wouldn't be optimal in performence, but I know it would be enough.. BUT enough of this..

: : : Just a tip Eldron, don't use APIs for making a 3D game... APIs are so slow! Learn DirectX, if you already don't, and use that. :)

: : I hope you are kidding, directX is an api, I HOPE you knew that.. whereas direct3d is a part of directx,.. As for making a 3d game using a 3d api, I'd rather use the opengl api due to its simplicity, and its portability.. and the natural C nativity..

: Uhh, yeah, I knew that, but it's a common mistake to refer to the API as the built-in windows APIs, and so I thought that was what you were doing. Cause those suck, literally.



Well, there is the win32 api, which is the windows api, it's not really good for graphics, not for fast stuff anyway, but it's what you must use to make a windows program..

Re: hell yea?..
: Im no programming guru, But I know my way around C and I can do what I can..

: My forms of improvement would be a more powerful scripting system, functions, types, structures, and a helluva lot more global variables.. but basicly moving all the hardcoded stuff over to the scripting part of the game, sure, it would make it slightly harder for the regular hobby dmodder to make dmods, but it would let the dmodders do more than possible..

: the graphics engine update would be a major one, I will only be using opengl, since Im too bored to go around doing it software aswell, but maybe I will.. Anyway, here we will have a 32bit graphics, thus letting sprites have an alpha channel, which will give the edges a much smoother look, and well, the graphics would look simply amazing.. and with a more powerful scripting system people could make stuff like lightning, simply by having a script that creates a sprite that is transparent in a certain color, and thus lighting up a place.. and oooh, particles,.. explosions, rain,.. snow.. with a simple function in a script.. and finally, hardware filtering of translated sprites, such as rotated and resized..

: and now sound?.. well, first of all, prolly routines to let the engine load up more file formats, such as mp3's.. this would finally let the old sucky midi format die out, but ofcourse, I'd still let midis be supported.. but mp3s would cut down the size, and at the same time let the dmod have amazing music..

: oh, and features that would hinder the old dmods?.. how about multiple maps?.. no more file switching, just a simple function in the scripts and you are on a new map file!.., and ooh! more of everything!..

: but enough of this, I need info on those data files.. or I'll write my own engine that would not be backwards compatible..



Cool! :o (oh, and.. :p) ;)
Re: hell yea?..
: Im no programming guru, But I know my way around C and I can do what I can..

: My forms of improvement would be a more powerful scripting system, functions, types, structures, and a helluva lot more global variables.. but basicly moving all the hardcoded stuff over to the scripting part of the game, sure, it would make it slightly harder for the regular hobby dmodder to make dmods, but it would let the dmodders do more than possible..

: the graphics engine update would be a major one, I will only be using opengl, since Im too bored to go around doing it software aswell, but maybe I will.. Anyway, here we will have a 32bit graphics, thus letting sprites have an alpha channel, which will give the edges a much smoother look, and well, the graphics would look simply amazing.. and with a more powerful scripting system people could make stuff like lightning, simply by having a script that creates a sprite that is transparent in a certain color, and thus lighting up a place.. and oooh, particles,.. explosions, rain,.. snow.. with a simple function in a script.. and finally, hardware filtering of translated sprites, such as rotated and resized..

: and now sound?.. well, first of all, prolly routines to let the engine load up more file formats, such as mp3's.. this would finally let the old sucky midi format die out, but ofcourse, I'd still let midis be supported.. but mp3s would cut down the size, and at the same time let the dmod have amazing music..

: oh, and features that would hinder the old dmods?.. how about multiple maps?.. no more file switching, just a simple function in the scripts and you are on a new map file!.., and ooh! more of everything!..

: but enough of this, I need info on those data files.. or I'll write my own engine that would not be backwards compatible..



And you're doing this on your own? If so I'm hoping you finish it before I get married :P

Just kidding, good luck with it.

Re: hell yea?..
: : Im no programming guru, But I know my way around C and I can do what I can..

: : My forms of improvement would be a more powerful scripting system, functions, types, structures, and a helluva lot more global variables.. but basicly moving all the hardcoded stuff over to the scripting part of the game, sure, it would make it slightly harder for the regular hobby dmodder to make dmods, but it would let the dmodders do more than possible..

: : the graphics engine update would be a major one, I will only be using opengl, since Im too bored to go around doing it software aswell, but maybe I will.. Anyway, here we will have a 32bit graphics, thus letting sprites have an alpha channel, which will give the edges a much smoother look, and well, the graphics would look simply amazing.. and with a more powerful scripting system people could make stuff like lightning, simply by having a script that creates a sprite that is transparent in a certain color, and thus lighting up a place.. and oooh, particles,.. explosions, rain,.. snow.. with a simple function in a script.. and finally, hardware filtering of translated sprites, such as rotated and resized..

: : and now sound?.. well, first of all, prolly routines to let the engine load up more file formats, such as mp3's.. this would finally let the old sucky midi format die out, but ofcourse, I'd still let midis be supported.. but mp3s would cut down the size, and at the same time let the dmod have amazing music..

: : oh, and features that would hinder the old dmods?.. how about multiple maps?.. no more file switching, just a simple function in the scripts and you are on a new map file!.., and ooh! more of everything!..

: : but enough of this, I need info on those data files.. or I'll write my own engine that would not be backwards compatible..

: And you're doing this on your own? If so I'm hoping you finish it before I get married :P

: Just kidding, good luck with it.





just hope you live long enough to see it :)
Great project!!!!!!
If it is compatable with dmods it won't kill dink. It will help it! As for Dink code? I'm not sure, but I think Gary H. ( the guy who made windinkedit ) made a comment about seths code writing. Drop him an e-mail and see if he has dink 106 uncompiled. Anyway, a new Dink engine might need a new windinkedit. :)