The Dink Network

New File: Dink Smallwood v1.08 - Release Candidate 2

January 4th 2006, 09:03 PM
King He/Him United States bloop
A mother ducking wizard 
After a few months of beta testing in the forums, Dink Smallwood v1.08 is complete.

Well, sort of. This is a release candidate, which means that if no bugs or errors are found in the next week or so, this will be the final version.

So, if you find something that doesn't seem to work quite right, please post a reply to this thread, even if you've told me about the same problem before.

Update (10:30 pm EST): The ever-vigilant Scratcher noticed that I broke screenlocking in Release Candidate 1. Sweet. So please download Release Candidate 2 below:

Full Install - RC2 (15.3 MB)
Patch - RC2 (1.4 MB)

For a list of the changes since Beta 3, read the comments.

New things

* Added sp_move_x and sp_move_y which do not return the mx and my values.
* sp_custom
* DinkC Reference v4.0

Fixes for old problems

* Experience counter will pause before level raise if the player is busy doing something.
* run_script_by_number(int script, "proc") - No longer runs a random procedure if it cannot locate proc specified.
* sp_sound - Passing a -1 will no longer crash the game.
* Fixed issue of loading regular bmp sequences over top of previous sequences (before the animation would be 'corrupt').
* Restoring game will not redraw status bar if it wasn't drawn.
* Removed the one email near the end of the whatsnew.txt, under 1.03 changes
* Stairs to the final battle would play the door creaking sound effect.
* s4-h2p1.d - Talking to Woman and then the Man would cause Dink to freeze forever.

Fixes for new problems in previous betas

* Fixed issue where changing base push could prove hazardous
* Screenlock no longer makes everything off-screen hard, allowing missiles to shoot off from the top of the screen.
* Removed math_tan/sin/cos (never worked).
* screenlock() didn't work, added support for screenlock(-1) to return whether screen currently locked.
* Sped up true-color fade DRAMATICALLY on older computers.
* Mouse cursor visible in windowed mode.
* Keystrokes filtered out if window not in focus.
* external no longer crashes if can't find script.
* show_console() command works.
* DaVince = Vincent Beers
* Stone giant at End of the World was set to nohit (whoops!) (blame Tal)

Fixes for new problems in previous release candidates

* screenlock now, like, works.
* Dink.exe would consume 99% of the CPU if it didn't have focus. This has been fixed.
January 4th 2006, 09:54 PM
Now screenlock(); doesn't work, I had no problems with that in the earlier betas. (Or then the patch is flawed)
January 4th 2006, 10:20 PM
King He/Him United States bloop
A mother ducking wizard 
Hooray for bugs.

RC2 will be out in a bit.
January 4th 2006, 11:22 PM
Yay, I'll test this thing thoroughly during the next week.

One thing that'd need fixing is levelup. The game freezes completely beyond level 32.
January 5th 2006, 06:22 AM
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Instead of the old if-check? What a shame
January 5th 2006, 08:00 AM
Peasant He/Him Netherlands
Olde Time Dinkere 
A lot's been changed/added once again. I especially like the 'Sped up true-color fade DRAMATICALLY on older computers'. That was bad at first (although I still gotta install the new release candidate).

Could you tell us a bit more about sp_custom? Or is it in the DinkC reference?

Oh, and DaVince = Vincent Beers... Ah hah hah. You keep EVERYTHING you do logged, don't you?
January 5th 2006, 08:26 AM
Peasant They/Them Netherlands duck
Mmmm, pizza. 
sp_custom is in the reference, basically you can do like this:

void main( void )
sp_custom("Banana", &current_sprite, 3);

void talk( void )
int &crap = sp_custom("Banana", &current_sprite, -1);
say_stop("&crap", &current_sprite);
&crap = random (5,0);
sp_custom("Banana", &current_sprite, &crap);

If you talk to it, it will first say 3, and then a random number between 0 and 4
January 5th 2006, 11:14 AM
I think there's always been a problem, the game freezes but doesn't unfreeze thanks to the if-check.

Anyway, I played through the main game on my quest to fight tiredness. (I've been scarily progressive today, I worked on my dmod, did this, answered my phone etc.) I feel kinda dirty for being so nitpicky, but here's a list of the minor bugs/problems that I found.

V1.08 RC2 bugs/problems

* The pig feed isn't visible when Dink's walking diagonally and throwing
* At the parade, one of the guards doesn't have a death seq
* At the parade, some of the people come back from beyond the status after a while
* Debris like clamshells, grass and crap have no nohit in several places. (All hail Sprite Replacer)
* Screen 165: Hard heart
* Screen 185-217: Screenmatch problem
* Screen 209: Dink crawls hole too high
* Screen 320: A rock is type 0
* Screen 534: Tree years old unhardens at the might of fireball (Haw haw haw)
* Screen 535: Can walk through rock
* Screen 617: Door problem
* Screen 633: Slayer doesn't have death seq
* Slimes in the condemned mine are yellow, but walk brown
* Bowseller says "you could be making a lot more damage with a bow" even if you hit him with a bow
* No "nevermind" option for Chealse
January 5th 2006, 11:53 AM
Bard They/Them Netherlands
Lazy bum 
"Debris like clamshells, grass and crap have no nohit in several places."

What do you mean with this, are they hittable, or not? 'Cause I always use nohit 1 for that stuff, as well as a depth que of 1, because, you know, it's kinda dumb that when you cast a giant hellfire, a tiny clamshell stops it just like that.
January 5th 2006, 03:24 PM
Peasant He/Him Romania
Chop your own wood, and it will warm you twice. 
I know it's a bit late, but I have some bugs to report:
1. When mother sends you after alk tree nuts and you enter the house without them, she sends you again after them.
2. In screen 407, a fence has a depht que of 375, so dink is drawn "under" it.
4. In the what's new file is never mentioned the new savebot from screen 408.
5. My old fad_down-fade_up problem on true-color mode. When I enter a screen with a npc that talks when I enter that house(e.g. Ethel), the first few seconds, the text is white.
6. Dink moves a bit slower in v1.08 than 1.07, even in normal mode(no true-color).
To cross the screen from left to right, it takes 4.40seconds on v1.08 and 3.90seconds on v1.07(I checked this more than once, and the results were the same(error about 0.10)).
My computer is:
Processor: AMD Barton 2800+
Memory: 256MB DDRAM
Video Card: Geforce FX5200, 128MB
I don't think it's a slow computer for dink.
January 5th 2006, 03:29 PM
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Ah, that speed issue is because your computer was too fast for the old Dink. Dink would walk faster than on your machine than on others, so now he walks the correct speed again
January 5th 2006, 03:42 PM
Bard They/Them Netherlands
Lazy bum 
He cóuld walk a bit faster though, if you ask me. Also: slow fade-outs and fade-ins rule!
January 5th 2006, 07:24 PM
Peasant He/Him Canada
I'm a man, but I can change, if I have to.I guess. 
I had to wait over 5 min for a fade out once. No, after they do not *rule*.
January 5th 2006, 10:49 PM
They're hittable. That sentence is a bit confusing, I admit.
January 6th 2006, 04:44 AM
[i]One thing that'd need fixing is levelup. The game freezes completely beyond level 32.[i]

I figured out a solution for this problem about half a week ago. I even tested it and it works. Here it is:

1. Open the lraise.c script from the file or bthe dmod directory.
2. Change the number in the below line to a much higher line, such as 100.
if (&level < 32)
3. Replace edited lraise.c script with existing script.

That way the engine will not freeze since there is no chance of the player ever reaching that level bar ridiculously high exp values awarded.
January 6th 2006, 10:03 AM
Peasant They/Them Netherlands duck
Mmmm, pizza. 
void main( void )

I've added this script to the "`" key.

What happens when I press "`":

I see the console (yay!), but when I type something, the "`" that is used for summoning the script appears as first character. Also when I'm done with the console, I press Escape, the console closes, but also the escape menu appears.

So yeah, that's todays rant. More of it tomorrow, when I check if load_palette() works
January 6th 2006, 10:34 AM

I do that to not have escape menu pop up when you quit the console; the letter appearing on the console is annoying though. (multiple lines or the console remembering locals would be splendid too)
January 6th 2006, 10:43 AM
Peasant She/Her Russia
RC2, truecolor and windowed modes:
fade_down and fade_up cause movement of all sprites with any size but 100%.
Diminished sprites are used a lot, so their jumping is noticeable on every warping into a house.
The earlier betas work OK (no info on RC1 that I missed).
January 6th 2006, 03:29 PM
Peasant He/Him Romania
Chop your own wood, and it will warm you twice. 
More bugs:
1. The map: The screen 374 looks on the map like there were a fire lake or something. I guess the screenshot was taken before the game was finished.
2. Screen 691: The fallen tree has a depht que of 400.
January 6th 2006, 05:40 PM
King He/Him United States bloop
A mother ducking wizard 

Weird. Do they jump around during the fade, or just as it begins/ends? Can you guess about how many pixels, and which direction, they jump?

I just tried it, and I seem to be immune from the problem.
January 7th 2006, 06:09 AM
Peasant She/Her Russia
The ones I checked are 80% and 150% size. Those of 100% size are immune.
And it happens only in windowed and truecolor modes in the beginning of fade_down (dir 3) and fade_up (dir 7).
January 7th 2006, 07:07 AM
Peasant He/Him Netherlands
Olde Time Dinkere 
Just a question:
Will you keep improving Dink after version 1.08? Like, you only wanted to fix XP bugs in this release, but in the end, there was a new front end and tons of new functions.

Btw, the 'Browse Dmod directory' menu option doesn't work for me?
January 7th 2006, 09:06 AM
Bard They/Them Netherlands
Lazy bum 
Yes, I noticed that too. Althought it looks kinda cute, as though the sprites are being rendered or something.
January 7th 2006, 12:22 PM
Noble He/Him United States
Super Sexy Tal Pal 
Cool beans scratcher and cypry, I like that I'm not the only one to annoy the pee out of redink1 with reports of miniscule bugs.


en-gmog: "so_nohit" line still there, I thought we discussed this?

s1-fmons: "Try your best" line assigned to &current_spicegirl

s2-ryant: "Argue with the men even more" dialog choice is never selectable and does nothing

85: stairs also have door creaking effect

254: save machine is set to nohit

320: curiously, the two things of grass on the tiny hill have barrel scripts attached

darn wanderers magically vanish upon being punched sometimes

whatsnew.txt - s4-h2p1 change/'door creaking' stairs (screen 254) change from RC1 not reflected in obnoxiously long fix lists

DinkC Reference 4

Internal Functions -> sp_range ->
"to make it easier to more likely to" - is redundant/weird

Internal Functions -> By Version ->
whatsnew.txt (1.05 section) claims that set_sound_survive, set_sound_vol, set_sound_kill, kill_all_sounds, and copy_bmp_to_screen were added in 1.05; DinkC4 does not reflect this

Techniques -> Depth Dots and Hardboxes ->
"strutcture" -> "structure"
"it is recommend against this" -> "recommended"
"Easst" -> "East" (two instances)
"This two numbers" -> "These"
"left hand corner fo" -> "of"
"interestingly" -> "Interestingly" (not capitalized? oh my!)
"seqeunce" -> "sequence"
"the time specified time" -> "the specified time"
"specificed" -> "specified"
"wont" -> "won't"

Mystery Island

A handful of spelling errors throughout, which I will tackle (again - after having accidentally wiped out my copies. d'oh). Maybe map stuff too, I dunno
January 7th 2006, 01:47 PM
King He/Him United States bloop
A mother ducking wizard 
Uh... dang you. I need to put on some new pants now
January 7th 2006, 02:45 PM
Noble He/Him United States
Super Sexy Tal Pal 
I have more:


Selecting "Browse Selected D-Mod Directory" with Dink Smallwood 1.08 selected opens main Dink Smallwood folder instead of Dink game folder

Displays directory paths in unusual manner, IMO (forward slashes instead of backslashes)

It might be nice if something told you where your packaged D-Mod is after packaging

Help -> Introduction -> "There are hundreds of freely available D-Mods available"
Redundant... though not awful

(hey, noone's picked on it yet!)

Map Picker

After pressing SPACE to detail map, whatever help text is on the edit screen is 'stamped' onto the screen, remaining even if Z is pressed to disable help text (text is cleaned if a map screen is selected for editing though)

Could be more obvious within Dinkedit how to attach a midi to a screen (M), how to change a screentype (S)

L (to replace a screen): "replacementfor" -> "replacement for"

Switching from map edit mode to sprite placement mode: Tile thinger in bottom right of screen not cleared until a sprite is picked up

Map Edit

"(hold alt, crtl or shift for more)" -> proper abbreviation would be "ctrl"
"Change maps base .C file" -> "map's"

Tile hardness edit: Bottom line of help text has bits and pieces cut off the bottom (example: "key 80" looks like "kev 80")

Press B: "placeto" -> "place to"
"ect." -> "etc."

Sprite Placement

Editing sprite attributes has similar 'stamping' problem to the aforementioned one if keys are pressed or mouse is moved

"Press 1 through 9 to change sprite attributes. (shift for more)" - could inform player of other options, perhaps "(hold shift or alt for more)"

Pick up a sprite, press 2: "sprites basic type" -> "sprite's"
Space after "only"

3: "moster" -> "monster"
Space after "monster"

8: "New Depth Que?" slightly out of white box

Shift-8: "invincable" -> "invincible"

Shift-9: "this this" -> "this"
"willstill" -> "will still"

Alt-1: "thismuch" -> "this much"

Alt-3: "will deducted" -> "will be deducted"


Uninstaller does not remove island\whatsnew.txt

From a debug.txt I had Dink create:
"Dink:I think 104.mid is already playing, I should skip it it..."
Oh my gosh, it said "it" twice!

Dink, screen 535: Tree near top of screen doesn't seem to screenmatch correctly after being burned
January 7th 2006, 08:13 PM
Peasant He/Him
I'm going to compliment you, Tal: you are awesome. I'm not actively working on Dink 1.08 or DFArc2 anymore, but I'd like to say that I know how it feels to have someone beta test something as a programmer, and it's much nicer than doing it yourself.

I will probably request your assistance in the future when I start work on an SDL port (I run linux and I'm sick of not being able to play Dink.) I'll integrate Windemere and Dink together, which I really should've done a while ago, and it will become v. 1.09 if Dan and Seth agree. That's why I am anticipating this release, even if I don't plan to use it. It's nice to have a bug-free (or, since that's impossible, as few bugs as possible) foundation to work from.

So, thanks again.

And thanks to everybody that contributed, if you haven't been thanked already.
January 7th 2006, 08:33 PM
Noble He/Him United States
Super Sexy Tal Pal 
I appreciate the kind words. And I'll gladly help you and anyone else with testing whatever, whenever. It's no problem for me.. in fact, it's a passion of sorts.
January 7th 2006, 09:19 PM
Bard They/Them Netherlands
Lazy bum 
I have to second that. It's a great job you guys are doing, and it actually made me more motivated to work on my D-Mod again. Very nice work gentlemen.