The Dink Network

Dmodding Weirdness

December 15th 2008, 05:10 AM
spike.gif
Sometimes it seems like computers and DinkC defy logic. So what kind of bizarre problems have people encountered, that you may or may not have solved eventually?

Recently a dmod I'm working on would occasionally crash when you entered a choice menu. I couldn't find any kind of pattern to why it happened, but managed to pinpoint the bug down to sequence 438 (sequence for weapons and items), which I had deleted from dink.ini. Still not sure why that would be needed for choice menus to work.

Also, back when I was working on one of my first dmods I suddenly noticed the map file took hundreds of megabytes, much more than original Dink or SOB or LOT despite being very small. I think a few people had this problem with v1.06 but thankfully it would be easy to fix by importing all screens to another map file.
December 15th 2008, 12:38 PM
custom_skull.gif
Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Something usually goes wrong in every script, but you just have to keep going. ( I am NOT the best guy to say this)
December 15th 2008, 02:23 PM
duckdie.gif
My first D-Mod had a variable name that made the engine go crazy, and every time Dink used the fireball spell, it would fire backwards. I thought it looked pretty cool, and I ended up making it a feature rather than a bug. Oh, and am I glad I never released this D-Mod.

I also had a billion problems whenever I wanted to use move instead of move_stop. Move is just awfulbad.
December 15th 2008, 06:20 PM
custom_magicman.gif
magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
A friend of mine once had a cutscene in which a knight would swing his axe. When the animation was finished, he'd warp to some seemingly-random place on the screen.

I later figured out they were the &save_x and &save_y coordinates. Why there was a teleport at all? We never figured it out.