The Dink Network

Reply to Re: Help me make DinkHD better

If you don't have an account, just leave the password field blank.
Username:
Password:
Subject:
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
Message:
 
 
September 6th 2017, 07:08 PM
seth.gif
Seth
Peasant He/Him Japan
 
>>Could you remove the stupid blur effect from Dink HD?

The "smoothing" (antialiasing) has always been an option in Dink HD that can be disabled!

>>The problem is, in order to have Dink HD fully compatible with every D-Mod it would need to have an 1.07 compatibility mode

I could try to do this, if I can figure out exactly what an old dmod wants.

>>Like Skurn, I too would emphasize "full compatibility with every dmod in existence"

Definitely the goal.

>>All I can think of at the moment would be a more modern, cross-platform editor, but that might be something we have to figure out as a comunity here since the audience for that is much smaller!

I'd love that, but yeah, a bit outside of my current scope. The C++ code will be sitting there if anyone else wanted to give it a go though.

>>Add the 4:3 aspect ratio mode, some people don't like how it's horizontally stretched to fit the 16:9 aspect ratio and hey, that would also help for mobile phones.

I agree, I added this a few days ago to my current build

>>Also either PNG or TIFF support, so it'd also use the alpha channel (So we can use both black or white)

I think this is already supported in Dink HD, it can also directly load .jpg and a few other formats

>>The Dink 20 year anniversary is coming up
>>Is it 24 April 2018? Celebration, yeah!

I think it's earlier than that... it went "gold" right around the end of December 1997/Jan 1998 I believe judging from the file dates on the original disc, not sure when the first CD jewel cases were shipped out though.

>>I hope you and redink1 can do something awesome together seth.

We are playing with the idea of directly linking dink network to the game to provide easy access/install to all DMODs.

>>Switch to SDL2

I love using my own framework (www.protonsdk.com) - it is very portable and does support using SDL/SDL2 as its platform abstraction if needed. This allows it to use SDL2 supported controllers if we really wanted to. For Windows this isn't needed as Proton has its own DirectX controller support.