The Dink Network

Problem with block not being removed

Eternal Suicide Chapter Zero : Wasted Life

December 2nd 2012, 02:31 PM
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shevek
Ghost
 
While playing this dmod, I had to edit the source to get past the old woman with her four stone giants (twice). After beating her, the giants die and she runs away. Then the script (heks2.c) does:

sp_hard(&blok, 1);
draw_hard_sprite(&blok);


At least on freedink, this does not result in the hardness being removed. AFAIK draw_hard_sprite() can only add hardness, but not remove it, and this result confirms that expectation. However, this makes the dmod unfinishable, which people must have noticed while testing. Does this work differently in regular Dink?
December 3rd 2012, 07:56 AM
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Kyle
Peasant Male Belgium
 
The problems with this d-mod have to do with playing on FreeDink/Dink 1.08.

In 1.07 you were able to have a local variable and global variable share part of their names, but that is no longer possible (or was it the other way around...). Since the author of this d-mod is a good friend of mine, I once took it upon me to fix the d-mod entirely. I think there's only about 4 cases of this in the game, but 2 out of those 4 break it. Unfortunately, because I altered the actual installed d-mod, I lost my fixes when I accidently uninstalled it without thinking it through

For your specific problem, just use a console command to change your x/y position?
December 3rd 2012, 10:34 AM
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shevek
Ghost
 
The only local variable problem I encountered was &ghost, which was recently discussed. The problem is slightly more complicated: The first ghost encounter doesn't set the global variable to 1, because it defines it as a local. This is easily fixed by removing "int", thus going back to the old behavior.

The second problem is that the child's name doesn't appear on the church door if you have seen the slimes. I was unable to run through the slime field in two seconds (to avoid the slimes to spawn). My workaround was to set the timeout to 3 seconds.

For this problem (it happens twice), my workaround was to make the blocks nohard to start with. That means I could just run away without killing anyone, but I just didn't do that.

My question was if this hardness blocking problem happens with Dink 1.08 as well. I take your answer as "yes".
December 3rd 2012, 12:34 PM
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Kyle
Peasant Male Belgium
 
Yes