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Reply to Re: New Dev File: Skeleton Gelatin

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July 3rd 2023, 10:47 AM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
Thanks Robj. I'll definitely look through these detailed notes and will apply the changes that I think are "safe" to make in an already active project. Don't worry, I'll be very careful in applying any changes or fixes.

Speaking of worrying, I always worried about &timing and &speed being used somehow internally to the DinkC engine. It is great to know that these two "variable slots" can be "freed up". I sort of wondered if the duplicate use of CAVEENT.WAV had something to do with some kind of internal DinkC engine use too, though I have been braver about experimenting with replacing either 25 or 32 of the "load_sound" commands. I noticed that only 32 was used in the DinkC files in the original game.

Your notes on dink.ini at https://pastebin.com/CABBMKWr and within the file itself are very good too.

I have a question about this statement: "As for the hard.dat, it has been re-written. But when replacing a hard.dat in an existing dmod, any manually stamped hard tiles (where you've copy and pasted hardness that is different to the normal default hard tile) obviously will not be updated." Does "manual stamping" include copying and pasting a tile (or series of tiles) from the tilesets in the tiles directory? As I'm sure you know, many such tiles come with "built in" hardness elements.

Excellent work!