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July 28th 2023, 01:14 AM
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yeoldetoast
Peasant They/Them Australia
LOOK UPON MY DEFORMED FACE! 
YeOldeDink 0.8 comes with numerous new features and improvements as follows:

- Debug messages are using a new backend which has colour-coded output on certain platforms and is toggleable.
- Starting in debug mode from the command line will display progress bars while loading
- Ghostknight's extremely verbose logging is now viewable with the relevant button in the log window.
- The OpenGL (4.x) renderer works again thanks to SDL-GPU.
- Most log messages are now prefixed by emojis so they're easier to visually sort through. They cannot be turned off.
- Many more options are now persistent, and are autosaved upon exit.
- The config file will now allow you to persistently change your default MIDI backend. See below for parameters.
- Most of the potentially data-destructible features are now hidden behind a "developer mode" toggle in case you're a wuss.
- The new colour palette editor allows you to alter and export palettes to the clipboard, although live screen alterations will only be visible in 8-bit mode for obvious reasons.
- "Smooth" shadows and fades are now available in the display options.
- Added a very basic screen tile editor meaning that in theory you can make an entire d-mod in the engine now.
- The inbuilt config file editor has been removed. Please edit the ini file manually instead.
- Added a hard.dat tile and index viewer.
- Added various minor improvements, and updated to the latest ImGui release.
- The SFX backend now uses a separate output that doesn't rely upon SDL2, and the channel count has been bumped up again to 64.
- Speech synthesis volume is now able to be altered independently, and has a bass boost applied so it's properly audible.
- Implemented get_client_version() for DinkC (thanks robj). Will return "80" for this build.
- Passing zero as the frequency in playsound() will cause the sound to be played back at its native speed.
- Bugfix: show_bmp() now cancels a fade in 24-bit mode when before it would remain black
- Added distance delay simulation for positional sounds.
- The integrated launcher is back again, and still looks awful on Windows.

Addendum and known issues
- Progress bars and coloured debug messages probably won't work on Windows unless you use something like Git Bash to launch with.
- The persistent settings are saved in your "yeoldedink" ancillary data path (with the fonts) under the name "settings.dink" with a sample set included in compiled releases. Unlike the config file, settings.dink isn't a user-editable text file and more closely resembles the save format. If your settings fail to save, please check for proper read/write access. Otherwise, if there are parameters I forgot to make persistent, please complain so they end up in the next release.
- The config file parameters have been trimmed down for this release meaning you should overwrite it with the included new one, or otherwise remove and replace fields as needed.
- The setting for "midiplayer" in yedink.ini can be either 0 for ADLMIDI (Sound Blaster FM), 1 for system output, 2 for TiMidity (requires pats otherwise crashes), 3 for OPNMIDI (Sega-style FM), 4 for FluidSynth (needs soundfont), or 5 for EDMIDI (unstable). Of course, you can still change these on the fly for the next MIDI in the audio options, but this isn't saved across launches.
- The "Smooth Shadows" setting is a reimplementation of Redink1's shadow patch that notably made Skorn cream. It's based on Redink's first release of it meaning it only works on black grids. It will not work with FastFile bmps, and toggling the setting will most likely not have an effect until you either restart or traverse through enough screens to load something new, as it is applied while graphics are loaded rather than at blit time. It also makes certain things look weird and hasn't been fully finished yet.
- The Smooth Fade option uses Tweeny with various easing functions to control the brightness and make fades look more like they did in 1.07 and earlier. This and the aforementioned shadow effect are only available in 24-bit mode.
- The OpenGL renderer is still considered experimental due to lacking a few features. As with prior releases, it may be invoked with -S on the command line.
- The distance delay setting helps cut down on the initial blast of misplaced audio positioning upon screen transition. Changing the setting requires a restart before it'll take effect as it's applied when a sound is loaded.

Future releases:
- There will probably be several updates for 0.8 before 0.9.

Links:
- exe and new dlls
- src archive