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twitchie's Profile

Love to play Dink. Love football, hunting, fishing, computers . . . and Dink, of course!

E-Mail mr.snider@gmail.com
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2002-11-06 20:04:32
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: : : : What is the easist way to add new graphics to the cache so I can pull them up in (Win)DinkEdit?  TIA!

: : : Didn't I just answer that?

: : : Is there a part you don't understand?

: : I guess I didn't understand the sequence part.  I looked thru Dink.ini in my DMOD folder and saw all the sprites.  I added the flickering lantern sprite in the Graphics folder in a folder called Lantern.  I referenced all 4 frames in the sequence in the Dink.ini towards the bottom where it says to add new graphics like this:

: : load_sequence graphicsEffectsLanternLitW1a- 285

: : load_sequence graphicsEffectsLanternLitW2a- 285

: : load_sequence graphicsEffectsLanternLitW3a- 285

: : load_sequence graphicsEffectsLanternLitW4a- 285

: : load_sequence graphicsEffectsLanternLitW5a- 285

: : I used 285 because in the cache of WinDinkEdit, 285 is blank.  However, when I reload WDE, 285 is still blank - the lantern is not showing up.  

: Okay, first of all, that's not how you make a sequence. If you want them to be played in order (or just stored together) you name them like this:

: Lant-01.bmp

: Lant-02.bmp

: Lant-03.bmp

: Lant-04.bmp

: Lant-05.bmp

: Then this in the ini file:

: load_sequence graphicsEffectsLanternLant- 285

: And it loads all of them. That is if GraphicsEffectsLantern is really the correct path. It sounds like you said you put it in GraphicsLantern with no Effects folder. If so, take the Effects part out of the ini file.

: And incidently LitW4a- isn't a very good name for a lantern effect. First with the 01, 02 etc after it that's 9 chatacters, which probably won't cause any problem, but most people stop at 8. Also the W1 in there looks likei t means "walking southwest". W for walking, 1 for southwest (look at you number pad). You can use any name you want of course, most of the original graphics at least use that standard.

Got'cha. That worked. Thanks a ton! Do you happen to know how to add a sound in a script? I want a chime to play (sound 43) after Dink gets his sword. I have this code:

add_item("item-sw1", 438, 7);

int playsound (43, 0, 0, 0, 0);

say_stop("Woo Hoo! Time to start my day . . .", 1);

in the script. Everything works except the sound. Dink has a conversation and gets a sword. The sword gets into his inventory and everything, but no sound play. The engine ignores that line. The scripting after that line with the sound runs just fine. The engine just skips over the sound line. What did I do wrong? TIA!

twitchie has written 4 reviews

TitleFileTypeScoreDate
I Am One of the People This Type of File is Designed For Rudiments of Scripting (The)NormalExceptional 9.0November 6th, 2002
Pop has the Makings of a Great Quest Or Epic if the Builder Wants To Build on it Pirates of PortownNormalGood 8.6October 24th, 2002
This is the Best Dmod I've Played Dinky Dimensions 1: FIATNormalExceptional 9.5February 28th, 2002
Overall Secret of ParizayaNormalFair 6.7December 7th, 2001