Missing Graphics
Skeleton S
I'm not entirely sure if it's Skeleton S doing this or if it has anything to do with faults in the Skeleton's .ini, but I've come across quite a few missing graphics.
Here's what I'm missing:
-Dink's death sequence.
-Grains.
-Dink's feeding sequence.
Any idea what's causing this? I kind of need Dink's death sequence.
Here's what I'm missing:
-Dink's death sequence.
-Grains.
-Dink's feeding sequence.
Any idea what's causing this? I kind of need Dink's death sequence.
for what I may ask and I can't quite help just saying
Wow, that sucks. Don't ever use Skeleton S again, I suppose.
Try downloading another skeleton and copy&pasting into the old one? If that works...
I highly doubt I can use a new Skeleton, and even then, which one would I use?
Dink's death sequence is replaced by a slayer's. >_>
Know what?
Nevermind.
The whole dang thing is glitchy.
Death sequences. None of them work. When a monster dies, it vanishes. When Dink dies, he either vanishes or turns into a dead slayer.
Sometimes screens scroll, most of the time, they just instantly change.
Nevermind.
The whole dang thing is glitchy.
Death sequences. None of them work. When a monster dies, it vanishes. When Dink dies, he either vanishes or turns into a dead slayer.
Sometimes screens scroll, most of the time, they just instantly change.
The pig feed problem?
I ran into that problem a while ago. Does Dink just throw air?
I asked Pillbug about that. This is what he told me.
"That's a problem with the graphics. The .ini of Skeleton B doesn't include them for some reason.
Find these lines in the .ini:
load_sequence graphics\seed4- 430 150
load_sequence graphics\seed6- 431 150
And replace them with:
load_sequence graphics\effects\seed\seed4- 430 150
load_sequence graphics\effects\seed\seed6- 431 150
"
I don't know about the death sequence bugs. The skeletons are different for these, so that fix might not work anyways.
I ran into that problem a while ago. Does Dink just throw air?
I asked Pillbug about that. This is what he told me.
"That's a problem with the graphics. The .ini of Skeleton B doesn't include them for some reason.
Find these lines in the .ini:
load_sequence graphics\seed4- 430 150
load_sequence graphics\seed6- 431 150
And replace them with:
load_sequence graphics\effects\seed\seed4- 430 150
load_sequence graphics\effects\seed\seed6- 431 150
"
I don't know about the death sequence bugs. The skeletons are different for these, so that fix might not work anyways.
Shameless flaunt
Worth a try if the other is missing. Its the start of a dmod and if u havent got too far u can transfer things over cause everything is in that skele - cant remember which i used tho sorry
or just ignore me and carry on lol
Worth a try if the other is missing. Its the start of a dmod and if u havent got too far u can transfer things over cause everything is in that skele - cant remember which i used tho sorry
or just ignore me and carry on lol
I always use Skeleton S... Apart from the pig feed graphics, I don't think the other problems are caused by it.
Sometimes screens scroll, most of the time, they just instantly change.
I've also experienced this, but I used 'Skeleton B' (from what I can recall).
I've also experienced this, but I used 'Skeleton B' (from what I can recall).
The only time I've experienced the instant screen change bug is with Skull's "Hotel of the Middle Night", and I have no idea what was causing it. Also, I've used Skeleton S before and I haven't had any problems with the death sequences. Since you're having so much difficulty you could copy the .ini, graphics, scripts and map.dat into a new skeleton.
I don't see how that would help when the ini is the part that controls what graphics are loaded. If something is wrong, it's in there.
Sorry, I wrote that in haste. I meant that he should copy the .ini from a fresh skeleton, and add in the lines needed for any new graphics he added.
Bah, why would a Skeleton's default .ini randomly change itself?
I can't think how it could. The .ini in Skeleton B is ducked by default, and at least Dink's death seq is definitely missing from Skeleton S to begin with as well.
You can just as well copy the lines from original Dink's dink.ini, though.
You can just as well copy the lines from original Dink's dink.ini, though.
Yes, that did the trick.
Someone ought to fix Skeleton S.
Someone ought to fix Skeleton S.
Ooh, now the entire main menu has been ruined.
And enemies still vanish upon death!
Ooh, I do love how many problems Dink causes!
And enemies still vanish upon death!
Ooh, I do love how many problems Dink causes!
Ooh, now the entire main menu has been ruined.
You probably overwrote the .ini lines for the title screen stuff. Looks like Skeleton S loads graphics in numerical order, so they're just in the middle of there somewhere.
Copy these to the end of the dink.ini, and the title screen ought to work:
load_sequence_now graphics\but1- 192 BLACK
load_sequence_now graphics\but2- 193 BLACK
load_sequence_now graphics\but3- 194 BLACK
load_sequence_now graphics\title- 453
SET_SPRITE_INFO 453 2 291 210 -109 -29 109 29
SET_SPRITE_INFO 192 1 75 20 -75 -20 75 20
SET_SPRITE_INFO 192 2 75 20 -75 -20 75 20
SET_SPRITE_INFO 193 1 75 20 -75 -20 75 20
SET_SPRITE_INFO 193 2 75 20 -75 -20 75 20
SET_SPRITE_INFO 194 1 75 20 -75 -20 75 20
SET_SPRITE_INFO 194 2 75 20 -75 -20 75 20
And enemies still vanish upon death!
There's nothing so badly wrong with any of the .inis that they should cause this, at least not for multiple types of monsters... If you have custom monster scripts, try using the default ones from original Dink instead to see if those work. Also, try to play Original Dink/some other dmod, to see if the death animations have somehow become ducked on a general level.
You probably overwrote the .ini lines for the title screen stuff. Looks like Skeleton S loads graphics in numerical order, so they're just in the middle of there somewhere.
Copy these to the end of the dink.ini, and the title screen ought to work:
load_sequence_now graphics\but1- 192 BLACK
load_sequence_now graphics\but2- 193 BLACK
load_sequence_now graphics\but3- 194 BLACK
load_sequence_now graphics\title- 453
SET_SPRITE_INFO 453 2 291 210 -109 -29 109 29
SET_SPRITE_INFO 192 1 75 20 -75 -20 75 20
SET_SPRITE_INFO 192 2 75 20 -75 -20 75 20
SET_SPRITE_INFO 193 1 75 20 -75 -20 75 20
SET_SPRITE_INFO 193 2 75 20 -75 -20 75 20
SET_SPRITE_INFO 194 1 75 20 -75 -20 75 20
SET_SPRITE_INFO 194 2 75 20 -75 -20 75 20
And enemies still vanish upon death!
There's nothing so badly wrong with any of the .inis that they should cause this, at least not for multiple types of monsters... If you have custom monster scripts, try using the default ones from original Dink instead to see if those work. Also, try to play Original Dink/some other dmod, to see if the death animations have somehow become ducked on a general level.
The only time I've experienced the instant screen change bug is with Skull's "Hotel of the Middle Night", and I have no idea what was causing it.
I think it has something to do with either changing the screen via a script or fading the screen up/down. I don't really know what in these commands could cause it, but it has always happened to me after a cutscene with a fade up/down and a screen change.
I think it has something to do with either changing the screen via a script or fading the screen up/down. I don't really know what in these commands could cause it, but it has always happened to me after a cutscene with a fade up/down and a screen change.
The only time I've experienced the instant screen change bug is with Skull's "Hotel of the Middle Night", and I have no idea what was causing it.
I think it has something to do with either changing the screen via a script or fading the screen up/down. I don't really know what in these commands could cause it, but it has always happened to me after a cutscene with a fade up/down and a screen change.
I've had similar trouble, though whether or not the same cause is relevant for my FoD mod or not is unknown.
I think it has something to do with either changing the screen via a script or fading the screen up/down. I don't really know what in these commands could cause it, but it has always happened to me after a cutscene with a fade up/down and a screen change.
I've had similar trouble, though whether or not the same cause is relevant for my FoD mod or not is unknown.
Reviving this just to say that none of the skeletons for download are complete. Skeleton B has ducked up hardness and the water to land borders have some missing hardness and it's also white hardness.
Skeleton S is apparently missing several graphics and has a nonexistent sound file.
So if someone could make a complete, non glitchy Skeleton and remove the ones we have, that would be really good. It's kind of really important to have a complete skeleton.
Skeleton S is apparently missing several graphics and has a nonexistent sound file.
So if someone could make a complete, non glitchy Skeleton and remove the ones we have, that would be really good. It's kind of really important to have a complete skeleton.
I agree, having a skeleton that you could just use and not have to fix would be great. Unfortunately, there's currently a rule against uploading a new skeleton.
Wat
Well, no problem. Let's take that rule and push it somewhere else!
Then put it back there when we get a complete skeleton.
Well, no problem. Let's take that rule and push it somewhere else!
Then put it back there when we get a complete skeleton.
I actually created a skeleton a few years back. I was pretty bummed out to find out that ALL skeletons on this site have some utterly appalling changes from original Dink, like removed graphics. I didn't quite finish it to perfection; there's a surprisingly huge amount of things that COULD be improved, for a file that supposed to be just bare bones. (Basically cleaning up all the crap. Duplicate dink.ini lines, wrong depth dots/hard boxes, wasted slots in hard.dat, etc.)
Anyway, I uploaded my skeleton on Dropbox: ZELETON
EDIT: Now with added dink.dat and map.dat. WDE doesn't seem to take kindly to lacking those, screwing up hardness, crashing the editor and such. Needing to have an existing screen, rather than letting the author decide which screen to start on, kind of sucks though.
Nothing should be missing, except the original title screen buttons, which have been commented out in the dink.ini (and so easy to add back). I also added missing graphics from original Dink, which weren't even loaded in the original game (like the boomerang), and added them in dink.ini, but they're commented out by default. Same for sounds that exist in original Dink, but weren't loaded in start.c. Also added frame_specials for the purple bonca, but those are commented out by default, too. (Some people might not like that change.) I added a preview.bmp for the dmod, 'cuz a lot of people probably don't even know you can do that.
Other than that, I just cleaned up the scripts (die semicolons), and changed some comments to be more helpful. I added some new comments, too (mostly in the dink.ini, IIRC), but not many; I hate that shit.
Anyway, I uploaded my skeleton on Dropbox: ZELETON
EDIT: Now with added dink.dat and map.dat. WDE doesn't seem to take kindly to lacking those, screwing up hardness, crashing the editor and such. Needing to have an existing screen, rather than letting the author decide which screen to start on, kind of sucks though.
Nothing should be missing, except the original title screen buttons, which have been commented out in the dink.ini (and so easy to add back). I also added missing graphics from original Dink, which weren't even loaded in the original game (like the boomerang), and added them in dink.ini, but they're commented out by default. Same for sounds that exist in original Dink, but weren't loaded in start.c. Also added frame_specials for the purple bonca, but those are commented out by default, too. (Some people might not like that change.) I added a preview.bmp for the dmod, 'cuz a lot of people probably don't even know you can do that.
Other than that, I just cleaned up the scripts (die semicolons), and changed some comments to be more helpful. I added some new comments, too (mostly in the dink.ini, IIRC), but not many; I hate that shit.
Sweet, any data on how much hard disk drive space are we saving now that those semicolons are dead?