Reply to Re: Info on bug fixed in 1.08: "Fixed issue of loading regular bmp sequences over top of previous sequences"
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Yep, that's about right. The 'overwritten sequence' bug is a fairly well-known issue (its mentioned in dink.ini, where it describes that it loads the sword sequences before the fist sequences to get around this), so that's why I didn't fix it.
Before the other fix, the animation would be... weird, if you used init() with .bmp after dir.ff. I don't remember the exact technical details, but here's a scenario from 1.07:
Dink Sword Sequence: dir.ff
Dink Fist Sequence: .bmp
Load sword sequence in dink.ini
Load fist sequence using init command
Punch something
As I vaguely remember, Dink's punch animation would be strangely jumpy/twitchy, as if it was playing the frames out of order. Sometimes the sequence included frames from other sequences, so if you punched down, Dink would be punching down one frame, punching left the next frame, and so on.
If you have a Windows PC, you should be able to reproduce the problem pretty easily using v1.07
Before the other fix, the animation would be... weird, if you used init() with .bmp after dir.ff. I don't remember the exact technical details, but here's a scenario from 1.07:
Dink Sword Sequence: dir.ff
Dink Fist Sequence: .bmp
Load sword sequence in dink.ini
Load fist sequence using init command
Punch something
As I vaguely remember, Dink's punch animation would be strangely jumpy/twitchy, as if it was playing the frames out of order. Sometimes the sequence included frames from other sequences, so if you punched down, Dink would be punching down one frame, punching left the next frame, and so on.
If you have a Windows PC, you should be able to reproduce the problem pretty easily using v1.07







