Dmodding Weirdness
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.
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.
Something usually goes wrong in every script, but you just have to keep going. ( I am NOT the best guy to say this)
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.
I also had a billion problems whenever I wanted to use move instead of move_stop. Move is just awfulbad.
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.
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.













