The Dink Network

New File: Dink Smallwood v1.08 - Release Candidate 5

January 21st 2006, 04:25 PM
custom_king.png
redink1
King He/Him United States bloop
A mother ducking wizard 
Dink Smallwood v1.08 has withstood yet another round of testing, and is a bit stronger from the ordeal.

As before, 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, and it isn't listed under 'Known Problems', please post a reply to this thread, even if you've told me about the same problem before.

Full Install - RC5 (15.3 MB)
Patch - RC5 (1.5 MB)

For a full list of changes since Release Candidate 4, please view the comments.

Fixes

* DFArc 2: When installing a D-Mod, DFArc would report a false error if the D-Mod had a folder with no files (just other folders) in it (such as in Terrania). It no longer reports an error.
* DFArc 2: When installing a D-Mod containing a file with a size of 0 KB, DFArc 2 would get rather confused. It would create a file or folder called 'ÿ', and stop installing the D-Mod (such as with several D-Mods like Chaos, Bane of the Magi, and Mayhem). This issue has been fixed.
* Dink: Fixed odd crashing bug related to loading new graphics (prevalent in Mayhem and the new Ice Orb Spell)
* Dink: Remove screenlock on restart game
* Readme: Made a note of slow fades in true-color mode.
* 238: Changed que of Dead Dragon Carcass
* 375: Removed fire tiles from under tree
* 379: Burnable trees screenmatched
* 538: Gave empty box correct script

Known Problems

* Fades may be slow in true-color mode even if you have fairly recent hardware. Most people seem to be lucky. Fades should not be slow in full-screen, non-true-color mode.
* Dinkedit has, and forever will, crash if you type in really big numbers. You should know better.
January 21st 2006, 06:44 PM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Someone had to try it, but obviously the game crashes (to windows, not a complete freeze) when trying:

sp_custom("blah", 1, 6);

At least, it does so when trying in the console.

A little late, but about Dinkc.chm; sp_custom

"// Get the values
int &pie = sp_custom("Pie", &current_sprite, -1);
int &cake = sp_custom("Pie", &current_sprite, -1);
"

The last line should be

int &cake = sp_custom("Cake", &current_sprite, -1);

In the hurt entry:

"Note that it will damage it for this exact amount, and does not take defense or randomization into account."

No randomization indeed, but defense works. At least via the console.

hurt(1,2);
//a 2 floats above Dink's head
&defense += 5;
//Defense is now 5
hurt(1,2);
//a 1 floats above Dink's head

I also suspect sp() not to work in the console. If I do:

make_global_int("&darn",0);
&darn = sp(1);
say("&darn",1);

Dink says "0". Usually sp(1) exists. I tried it on the first screen of the main game, in Dink's house. This still needs to be verified, though.

As you might've noticed, I'm completely in love with the console
January 21st 2006, 06:54 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
sp_custom doesn't seem to work for sprite 1... but it works for normal sprites. I should make a note of that in the DinkC Reference.

hurt: I concede.

sp() seems to work just fine in the console... sprite 1 doesn't seem to exist on the first screen of the original game, but right outside it works fine. I tried sp(1), which returned 6, and I tried sp_editor_num(6), which returned 1.

Edit: and because these are relatively minor changes, if there are no more release candidates I may update the DinkC Reference with these changes for the '1.08 final'.

Edit again: why are you using variables in the console and say statements? Just type "sp(1);" and the line above it will display the return value.
January 21st 2006, 06:57 PM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
sp_custom: I know it works for other sprites, but I was trying some sneaky-ish way to achieve real ultimate power... I mean more globals. Hey, one has to try

sp(): curious... I tried sp(1), sp(2) and sp(8) and none of these exists. I should've tried it more often then.
January 21st 2006, 10:13 PM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
just a couple of stupid things with the main game...1)you can feed pigs after you killed them (everybody knows this, but are there any plans on fixing it?) 2)you can talk to quackers (both times) after punching his head off 3)the alk tree is screenmatched to the screen above it, if you hit it with a fireball or something, alk tree nuts will fall in the middle of the screen where there is no tree. i know these aren't really big enough of an issue to change, but if RC6 is coming, keep these in mind.
January 21st 2006, 10:26 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
1) What would you recommend happen... the game just stop?

2) You mean when he's walking around all bloody-like?

3) Interesting... hrm
January 22nd 2006, 03:38 AM
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Tyrsis
Peasant She/Her Russia
 
Hmm... I'd prefer this main game fix: the pig feed (that stupid never again used item) to disappear fron the inventory after feeding pigs and cutscene with Milder
January 22nd 2006, 05:29 AM
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Forgive me if this bug has already been fixed, but I've just remembered that there was a Dink Engine bug in v1.06, and I'm not sure whether it has been fixed in v1.08 :

In v1.06; if you killed some monsters with the hellfire spell while picking up some gold, you could get a lot more gold than you were supposed to...

I think this bug has sometimes occured while I was trying v1.08; and I can't remember seeing this bug in the bug fixes list...
January 22nd 2006, 10:10 PM
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carrie2004
Peasant She/Her Canada
*chomp* 
What!! Get rid of the pig feed! No way! You should just make an add-on to the ddie5 script that you can feed the pigs and ducks OR kill them.
January 23rd 2006, 11:08 AM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
I'm gonna make a mod that allows you to kill Seth with pigfeed... sometime...
January 23rd 2006, 11:41 AM
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Oh please do... even if that was sarcasm magicman... please do!
January 23rd 2006, 12:11 PM
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Downloader
Ghost They/Them
 
I killed Mog the Goblin boss, and when he says ''please...'' he keeps attacking me and im not able to move! Now i cant beat him!
January 23rd 2006, 12:43 PM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
there was pig feed that damaged the enemy in Dink's Trunk
January 23rd 2006, 12:44 PM
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Tyrsis
Peasant She/Her Russia
 
Encountered strange dinkedit crash while loading the sprite library. The previous dinkedit version (coming with RC2) worked and still works OK with the same DMods.

Not all DMods are subjected to it, and all I tested and got the glitch with were based upon SKELETON coming with WinDinkEdit 1.2 - 1.4. The culprit is dink.ini.

Just take a skeleton and try to edit it - and BANG!
The glitch is connected with dinkedit.exe, and happens on different PCs with Windows 98 and 2k on them.

Or is it just me?
January 24th 2006, 01:23 PM
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Gandalf
Peasant He/Him
 
I hope that redink1 will take some time to create another D-Mods or finish FIAT after he has completed this version.
January 26th 2006, 09:19 AM
anon.gif
efglkdjhgkjc
Ghost They/Them
 
feeding pigs after killing them: There is a lot of solutions.
There could be an alternative ending, where Milder tells everything to Dinks mom, Dink gets grounded for the rest of the year, game over.
Or you could make the pigs invincible (flying away after being kicked or making some sound instead of dying) or Dink refuse to seriously harm them with a comment.
A dead quackers could cause Ethel to do all kinds of funny harmless revenge stuff, or quackers could be invincible.
The tree can be moved, so it is only on one screen.
January 26th 2006, 11:57 AM
bonca.gif
Erwin
Peasant He/Him Netherlands
Friendship is magic 
I didn't read all the posts about the beta's but I'll ask annyway. Has something been made for Charlie? In Windmere I found a burnable tree which reveals a secret to a cave with a sign and a hole. The sign sais nothing and the hole doesn't do anything too. There's also an island where you can't get with stairs and an attack potion. I don't know or this has been fixed already or if it's just going to be left alone but I just wanted to say for if it hasn't jet. Oh and I didn't test 1.08 this is just for 1.06 I think. And in 1.07 the tree sais I'm only three years old! HAW HAW HAW.
January 27th 2006, 02:42 AM
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Not sure if this has been fixed:
When you kill the guy, who sells bow lore his corpse looks like a bonka and if you kill him there's no way to get bow lore, because he doesn't reapear
January 27th 2006, 08:48 AM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
The bonca thing is weird, the not being able to get bow lore is just your own fault
January 27th 2006, 01:14 PM
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cypry
Peasant He/Him Romania
Chop your own wood, and it will warm you twice. 
If you want to fix the pig feeding problem(which I doubt), they can have a script attached that won't let dink kill them before he spoke with milder.
January 28th 2006, 10:05 AM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
I thought the bowlore man was actually a bonca in reality, but was just shapeshifting. When killed, he turns to his true form.
January 28th 2006, 10:37 AM
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DaVince
Peasant He/Him Netherlands
Olde Time Dinkere 
"There could be an alternative ending, where Milder tells everything to Dinks mom, Dink gets grounded for the rest of the year, game over."

...But Dink's mom gets killed, remember?
January 28th 2006, 01:12 PM
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metatarasal
Bard He/Him Netherlands
I object 
That "ending" would be before Dink has even left stonebrook (probably), but definitly before Dink's mother would be killed.

And you can tell things to someone who is going to die just not to someone who is dead already...
January 28th 2006, 03:32 PM
pq_water.gif
Well arguably, you could tell something to someone who is dead already... don't know how good corpses are at discipline though.
January 28th 2006, 07:13 PM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
The test script is similar to en-pill.c from the original Dink game, with only the hit() proc and a few stats (hitpoints, touch_damage, would size matter?) modified.

void hit( void )
{
hurt(&current_sprite, 2);
}

Crashes the game. Fix it. Now. Or later, when you have time.

Miraculously, this:

void hit( void )
{
hurt(1, 2);
}

works just fine. The thing is in the &current_sprite. AFAIK, hurt() doesn't call the hit-proc, so there's no infinite loop. I checked it by making a new global with the console, creating a new sprite with that global, adding the script and hurting it, but no hit() was ever executed.

Alternatives that also crash, with a few attempted work-arounds/fixes:

void hit( void )
{
//I tried this one, didn't work:
wait(1);

//Neither of these also work:
say("Hehehe",1);
say_stop("Hehehe",1);

//Neat brain-switching technique, to no avail
sp_brain(&current_sprite, 0);
//goto-ing... crash
goto blah;
//proc() call... crash
hehehe();
//remote proc() call...
crash external("blah","hehehe",&current_sprite);
//spawning... crash
&global = &current_sprite;
spawn("nooo");

//I haven't tried an &arg1-less external(), with the global
//but I guess it would crash as well...

sp_brain(&current_sprite, 9);
}

void hehehe( void )
{
blah:
hurt(&current_sprite, 2);
}

blah.c:

void hehehe( void )
{
hurt(&arg1, 2);
}

nooo.c:

void main( void )
{
hurt(&global, 2);
kill_this_task();
}

The brain switching doesn't prevent it from crashing, nor does the wait. The say text won't appear, but the say_stop text does. After that, it crashes in a different fashion.

Tried in windowed/truecolor and fullscreen/256.

say_stop (in windowed) crashes the game, without giving an error box, all other methods crash the game with an error box (default one with an illegal operation and a bunch of hex-numbers).This is on win98 SE.

After I was tired of freezing the game and resetting my pc in 256-fullscreen mode, I resorted to full color-windowed mode. I have only tried say, wait and the brain-switching in 256-fullscreen.
January 28th 2006, 07:43 PM
custom_king.png
redink1
King He/Him United States bloop
A mother ducking wizard 
AFAIK, hurt() doesn't call the hit-proc, so there's no infinite loop. I checked it by making a new global with the console, creating a new sprite with that global, adding the script and hurting it, but no hit() was ever executed.

I'm not sure why you created such a complicated example. I tried this:

void main(void)
{
hurt(&current_sprite, 2);
}

void hit(void)
{
say("Hi", &current_sprite);
}

And it darn well looks like 'hurt' causes the hit function to run!

I also tried it the console way (though I didn't create a global, I just used the sprite number the create_sprite function returns), and it worked too.

Note: the console does support local variables (except you can never get rid of them), or you can just use the handy return value number above the console line to do things manually.
January 28th 2006, 07:47 PM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Eh? And I was sure I did the things correctly.

Though this still doesn't explain why it crashes with wait(1);. A 'normal' infinite loop (as I used in cooltext, for example) works just fine with wait(1); (or say_stop for that matter, it's just the fact that a script pauses for a moment, right?)

Thanks for the info about the console. Didn't know that
January 28th 2006, 07:53 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
You were creating a recursive loop... not a normal wait loop. So it would keep on creating new copies of the script to run the hit procedure, in a crash-worthy spectacle never seen before by developer eyes.
January 29th 2006, 12:51 AM
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millimeter
Peasant He/Him Canada
Millimeter is Wee-Lamm, Recording Artist. :-) 
void main( void )
{
hurt(&global, 2);
kill_this_task();
}

If I read this right, you are killing the script in the main().
How can the hit() procedure run if the script has been killed?

mm

January 29th 2006, 07:32 AM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
This is in a separate script from the enemy, nooo.c (the enemy is a modified en-pill.c). With hurt() a new instance of en-pill is called, because of the hit() call (so we have twice en-pill.c and one nooo.c). Now the spawned script gets killed, to make it go away from memory. Not that it doesn't get flooded anyway... dang recursive loop.
February 1st 2006, 06:34 PM
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dinkmega
Ghost They/Them
 
Uh, I'm playing Pilgrim's Quest v1.41 with this RC5, and there's a weird crash after you get Skard the goblin in your party (right after getting the Skard's description). This happens in all modes (full screen, true color and windowed). I still have the save slot, if it's needed.
Also, playing Friends beyond 2: branches of destiny doesn't let me load saved games - it crashes when loading a game. I'm using Ted's modification.
February 1st 2006, 07:54 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Hmm, could you e-mail me the PQ save? Thanks.

I'll also check out the FB2 crashing.
February 1st 2006, 08:41 PM
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dinkmega
Ghost They/Them
 
Sent. Thanks a lot.
February 3rd 2006, 05:25 PM
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Erwin
Peasant He/Him Netherlands
Friendship is magic 
"I didn't read all the posts about the beta's but I'll ask annyway. Has something been made for Charlie? In Windmere I found a burnable tree which reveals a secret to a cave with a sign and a hole. The sign sais nothing and the hole doesn't do anything too. There's also an island where you can't get with stairs and an attack potion. I don't know or this has been fixed already or if it's just going to be left alone but I just wanted to say for if it hasn't jet. Oh and I didn't test 1.08 this is just for 1.06 I think. And in 1.07 the tree sais I'm only three years old! HAW HAW HAW." Is anyone going to tell me something about this?
February 3rd 2006, 05:34 PM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
it may be some help if you stated the screen numbers...
February 3rd 2006, 08:24 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Erwin:

Has something been made for Charlie?...

No. The goal of 1.08 is to fix bugs, and not to add new content. Pretty much everything you listed was under new content...

If you could give me a screen number / general location of the tree with a non-functioning secret staircase, that'd be cool.
February 4th 2006, 04:30 AM
duckdie.gif
I've just played v1.08 - Release Candidate 5 and I found 2 bugs :

1. A minor bug : Dfarc2 does really odd things on my computer; it tends to display a maelström of graphics instead of the title screen. Sometimes it displays the title screen of another D-mod.

2. Blue spots keep appearing all over my screen for about a second whenever I enter/exit a house or a cave. Then they fade away, sometimes a bit slowly. This bug doesn't occur in true-color mode (I can't remember having this problem back when I played v1.08 Beta 3).

I tested v1.08 on a fairly old computer (PIII 800 Mhz; 128MB Ram; 8MB ATI video card).

EDIT : By the way, there were two 'gold' problems in v1.06. The first was that you could get a lot more gold than you were supposed to if you killed a monster with the hellfire spell while picking up some gold (this is the bug I mentioned preiously; I'm not sure whether it has been fixed); and the second was that if you tried to pick up some gold while too many sounds were playing at the same time, you didn't get any gold (this problem only occured in dome Dmods like Zach the Marine or Stone of Balance, and it seems to have been fixed in v1.08).
February 4th 2006, 02:52 PM
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dinkmega
Ghost They/Them
 
I tested v1.08 on a fairly old computer (PIII 800 Mhz; 128MB Ram; 8MB ATI video card).

Er, <cough>, that's old??? lol

February 4th 2006, 03:51 PM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Around 6 years old I'd guess... Of course there's always older machines. They'd qualify as 'old' too.
February 4th 2006, 05:33 PM
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Erwin
Peasant He/Him Netherlands
Friendship is magic 
"If you could give me a screen number / general location of the tree with a non-functioning secret staircase, that'd be cool."

The number of the screen with the tree is 534. The number of the screen with the staircase is 671.
February 4th 2006, 06:55 PM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
I don't think that tree has any purpose. It seems to be there just for a little humor. Looked at the script, it's not really supposed to do anything besides say stupid crap when you talk to it and try to burn it.

The screen with a non-functioning staircase...nothing is scripted here. Maybe they just forgot about it? I wonder if you are meant to go there and it's a bug? Or maybe it's just decoration?
February 4th 2006, 07:17 PM
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Erwin
Peasant He/Him Netherlands
Friendship is magic 
I'm not sure if this was in 1.06 or something but the tree had an other script in some version. In that script it's just a secret that gets you to a cave with a sign and a hole. That's in screen 132.
February 4th 2006, 07:22 PM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
What about screen 117, nothing to do, no way to get there? or the set of screens below that (149-153)? I've found no way to get there, but there is a script attatched to screen 149. Simply says, "I've come to get my meat". Nothing else is scripted there.
February 4th 2006, 07:35 PM
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rabidwolf9
Peasant He/Him United States
twitch.tv/rabidwolf9 
Messing around in dink again...not sure if this is possible to do without cheating, but if you hit chealse with a fireball, she starts following you. How is this a problem? She walks through stuff with hardness. Again, not sure if this can happen without cheating to get the fireball spell.
February 4th 2006, 10:04 PM
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carrie2004
Peasant She/Her Canada
*chomp* 
Wasn't the tree supposed to say 'I'm only 'tree' years old'?
I remember hitting the thing over and over expecting something more.*sigh*
February 5th 2006, 04:24 AM
duckdie.gif
I'm not sure... it was saying 'I'm tree years old... HAW HAW HAW!' in v1.06. That may have been a pun :

'I'm tree years old'/'I'm three years old'
February 5th 2006, 05:39 AM
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Erwin
Peasant He/Him Netherlands
Friendship is magic 
With the first Dink Smallwood version I got (not from the dinknetwork and not downloaded. Got it from a twilight CD I think.) the tree didn't say anything and was burnable and revealed a secret staircase to screen 132. When I saw that island I thought if finished the hole in screen 132 micht lead to screen 671.
February 5th 2006, 05:53 AM
duckdie.gif
One more thing... v1.08 does seem to be slower than v1.06; especially in true-color mode. The first full-screen, non-true-color fades ARE slow on my computer, but after two or three fades, the fades are about as fast as in v1.06... but then there's the 'blue spots' problem. The blue/mauve spots seem to appear mostly on beds, by the way.

Also, Dfarc 2 seems to have problems when trying to launch a Dmod that has a space in its folder name. For example, the Friends Beyond 1 v2.0 folder is 'FB1 v2.0'; and when I tried to launch the Dmod with Dfarc 2, it displayed a message like 'FB1 directory not found'.
February 6th 2006, 02:59 AM
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metatarasal
Bard He/Him Netherlands
I object 
I found a problem with this RC. (Will it ever stop...)

When you hit anything in Quest for Arithia 3, Dink crashes. I don't know what causes this, tried a few things, but it simply won't work... (It worked perfectly in 1.07 for me...)
February 6th 2006, 03:09 AM
duckdie.gif
I noticed something funny in the credits list. 'Arik Troughton' sounds odd to me. that should be 'Neil Troughton' or 'Arik', but not 'Arik Troughton'.
February 6th 2006, 07:58 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Meta:

QFA3 - ah, yeah... I'll have to release a patch for that. Nice catch.

Arik - Ah, I was unaware what his real name was, that'll be fixed (assuming that's his actual name).
February 6th 2006, 02:33 PM
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dinkmega
Ghost They/Them
 
Not only QFA 3 - but ALL QFA trilogy.
February 6th 2006, 06:34 PM
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HoKi
Peasant He/Him
 
There is a severe bug in the game, which causes Windows to crash and immediately reboot without even a bluescreen. It appears in redink1's own dmod FIAT in the basement under the church on the first island. When hitting the pillbugs a changing amount of time, game freezes, bluescreen flashs, PC reboots. Seems to have something to do with the soundsystem, because turning off sound in DFArc avoids this behaviour. The problem is reproduceable. I tried it even in Wine on Linux, which froze the game, playing over and over a short part of some sound. There appeared a debug message about an division by zero, but I don't remember exactly, because it was about two weeks ago, and I wanted to finish first FIAT. (I didn't do it, 'cause I was too frustrated about this big amount of bugs, which make it really unplayable. Shame on you, redink1 ). On Wine / Linux, I have no MIDI enabled, as I was too lazy to configure it yet, so it should not be a problem with MIDI.
I hope the information's enough, if not, drop me a line, I'll check it out.
hDOTkiffmeyerATfreemailDOTde
February 7th 2006, 09:30 AM
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metatarasal
Bard He/Him Netherlands
I object 
It might be the &missile_source problem also occuring in mystery island...
(the QFA bug that is)
February 7th 2006, 03:31 PM
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cypry
Peasant He/Him Romania
Chop your own wood, and it will warm you twice. 
I had this problem too, when I played FIAT(using v1.07).
February 7th 2006, 08:50 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
FIAT has always crashed for some people when attacking monsters. It is not reproduceable, as it has never crashed for me.

I will try it again with v1.08... if it crashes now, then I'll be able to use debug mode to determine exactly what the problem is.
February 7th 2006, 08:51 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Meta: yep. I'll probably have to release minor updates for all of Mike Snyder's D-Mods.