The Dink Network

Recent Release: Historical Hero II

Historical Hero II: Armageddon

July 24th 2012, 05:44 AM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
A thread to discuss Historical Hero II: Armageddon, which shall remain stickified for the foreseeable future. Why?

- For general discussion: Your thoughts on the d-mod. Is the combat too hard? Too easy? Too sticky? Has the plot enveloped your soul and stolen your heart?

- Questions for the author: Be they about the development of the d-mod, about a particular character or quest, or about how much coffee the author imbibed whilst mapping out the Whispering Woods of Witchery.

- Updates from the author: Maybe a patch is on the way? Or they want to know how you responded to specific sections they were concerned/excited about.

- To draw attention to the d-mod: Because the author deserves respect, dammit.

- Related Links -

Development Thread
Trailer
July 24th 2012, 05:53 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Why thank you Sabre. I think this is a rather good idea. A lot of people have already been stuck in HH2, so a thread where people can discuss the game and help each other is a blessing to me.
July 24th 2012, 05:58 AM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
The rather wonderful idea for all this came from Kyle.

I agree though that having a main thread for newly released d-mods is a great idea.
July 24th 2012, 06:48 AM
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SabreTrout
Noble He/Him United Kingdom
Tigertigertiger. 
Just started playing this, which is odd for me, because I never play other people's d-mods. Ever.

I loved the intro, I really did. Very cool.
July 24th 2012, 07:24 AM
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Kyle
Peasant He/Him Belgium
 
I really love the attention to detail and lore that this d-mod has! I never played the first one, but watched the Let's Play. So I never noticed the little stuff, like all the furniture having lines for say() and hit(). Makes the d-mod come to life

I'm still working my way through it, this one's a beast of a d-mod^^ And I also rarely play or keep playing d-mods these days due to lack of time, so the fact that I'm still into this one says a lot

It would be fun if Skull could maybe do a small development post where he talks about the difficulties, surprises, fun stuff, etc... that he encountered while making the d-mod. I'm always interested in that kind of stuff from any game developer because it provides valuable insight.
July 24th 2012, 07:32 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
That may be interesting to do at some point. But not at the moment. I need to distance myself from this project first. I'm still rather shocked that I even finished HH2.
July 24th 2012, 07:46 AM
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Kyle
Peasant He/Him Belgium
 
Fair enough Though it's all still fresh in your mind right now!
July 24th 2012, 11:57 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Out of interest, I'd like everybody to post how many percent they've managed to complete so far.
July 24th 2012, 01:05 PM
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dink005
Peasant They/Them
 
Managed to complete Goblin Village.. 60 % I think. Looking for the remaining half scroll and can't find lamp to go inside the dark cave in Goblin Village . But, managed to find a secret that led me to the final boss..but, lost to him Trying to figure out how to defeat him O: a sequel where the boss kills the look alike of Dink.
July 24th 2012, 04:10 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Secret? There's no secret so you have possibly found a bug. Can you tell me more?
July 24th 2012, 04:20 PM
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Kyle
Peasant He/Him Belgium
 
Lol best glitch ever? xD
July 24th 2012, 09:26 PM
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dink005
Peasant They/Them
 
Is it a bug? yeah I felt the same when I reached near the boss only when I did 60% of the game. When I saved the villagers and Festival started in the City with King's permission I got this half scroll from a guy sitting with people of the City of Tutra's (They all were sitting in a circle in Tutra City) In that scroll it says that ("North of the Branch less") I thought its a secret and followed the North area towards the trees (North of the Castle of Olympia) Where I found trees where Dink can actually walk in (To be more precise, the glitch lies towards the north east of the Castle Olympia- left side trees we can walk in than take the right way it will go till Dink look alike talking to a wizard for gaining powers to evoke the overlord)and I walked down and down in the trees and I found I can actually switch on the screens where I saw Dink look alike & Wizard talking.. than I found myself in a area where there are many floors. One by one I did all the floors fought four wizards as a Dragon than Dink look alike than the witch girl. After that I met with the boss and with herb boots and with 6 magical powers I tried fighting him with all the Dink skills I have (I also have the sword from Goblin's village) - level 9 (Attack-50, defense 17 & magic level- 20) still I am like a fly in front of the boss lol... hope this helps
July 24th 2012, 09:29 PM
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dink005
Peasant They/Them
 
One more thing, there is a guy which gives infinite gold (is that also a bug?) if so, my hands are on Gold mines hehehehe.
July 25th 2012, 04:09 AM
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Kyle
Peasant He/Him Belgium
 
Would you, like, yeah, share that guy's location? >
July 25th 2012, 05:03 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Interesting. A hardness error. I think I've gathered just enough errors to release an update. And yes, it'd also be cool if you could tell me more about that infinite gold guy. Do you perhaps mean the weapon salesman in Tutras? If that's the case, I thought I fixed it.

EDIT: Oh WOW!! That was a huge hardness mistake on my part. So sorry for that. Don't know how I managed to let that in.

I think I also figured out the infinite gold bug. Dink005, do you mean the one where you could sell your club for infinite times? Must say, that was pretty hilarious. I fixed them and will upload a new version as soon as the Internet on my laptop will start working again. Until then, don't use these bugs (especially the hardness one) in case you don't want to completely ruin the game for yourself.
July 25th 2012, 05:41 AM
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Kyle
Peasant He/Him Belgium
 
I won't use the gold exploit! I promise!! ... (holds off on patching, remembers not to run through trees)

jk btw, wouldn't never ruin it for myself
July 25th 2012, 08:40 AM
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dink005
Peasant They/Them
 
Yes, you both are correct & yeah, every time I sell Goblin club, he gives me infinite gold hehehe.. yeah I won't ruin my game this way (as there is no fun using the bug).I saved my game as a previous Dink where I just did 51% of the game (with few gold only after killing some Bonca's lol). I will not use those two bugs again hoping its fixed when you get your internet back. But, any suggestions for passing the dark cave at Goblin's village?? I seem to end up killing him with those horn bushes.. yikes.
July 25th 2012, 09:06 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Hmmm... tips. Well, all I can really say to help is turn your in-game sound volume quite high so you can hear where you're supposed to go easier. And talking might help cause Dink's text will show up and you'll know better where on the screen he's standing.
July 25th 2012, 09:19 AM
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dink005
Peasant They/Them
 
Thanks Skull XD I gonna try it now... can't wait to see what comes next..I feel like a lot has been done. But,remaining 49% would be fun!!
July 25th 2012, 11:32 AM
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I need to download this before the patch comes out so I can see these funny bugs.
July 25th 2012, 01:39 PM
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dink005
Peasant They/Them
 
Hi Skull, there seems to be two more bugs screens near the cave that has red button machine.. there are screens one towards the south west corner and one just above it.. while killing the slimes and boncas and slyers on those screen it freezes everytime I go and do those two screens. cant take the potion bottles and get out of the screen as it freezes everytime.
July 26th 2012, 07:42 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
The new version is coming up as soon as my Internet will stop being a she dog. I'm trying to take out all the critical bugs and after that the constant updates will stop. Good job everyone! Keep telling me if you find any more bugs. Big or small.
July 26th 2012, 07:55 AM
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Kyle
Peasant He/Him Belgium
 
I noticed you made a DinkHD post on the RTSoft forum around April about the crashes it has in your d-mod and others (I'm assuming this was HH2). My question is, is it safe to continue playing on DinkHD or have you never tried finishing it on that version?
July 26th 2012, 09:01 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Oh yeah. That. I totally forgot about it.

I can't say for sure if it's safe to play with DinkHD. I never played it with that, cause it crashed in the intro.
July 29th 2012, 03:05 PM
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ninkasi
Ghost They/Them
 
I know nothing of computers but cherish my time spent with Dink - am trying to play HH2 but keep getting an 'error occured" message while attempting to install and an attempt to actually play the game off my desktop icon rsults in 'dink.exe has stopped working. Windows will close program' Would one of you darling young computer geeks explain in simple language what I could do to convince windows I need to play it? Thanks ever so!
July 29th 2012, 03:50 PM
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Kyle
Peasant He/Him Belgium
 
Which Windows are you trying to play it on, just as extra information? I can't immediately think of a reason it's not working for you right off the bat :/
July 29th 2012, 03:56 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
If it's crashing in the intro, it's most likely because you're using Dink HD (if you are). If it's crashing right after you click 'play', it's most likely cause you need to update your drivers. Just wild guesses. As for the error during installing, I have no idea.
July 29th 2012, 09:26 PM
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ninkasi
Ghost They/Them
 
My husband loaded the game with no problems on his laptop, so I see the problem is with my computer. I gather we do not use HD Dink and our system is Windows 7 professional. during installation attempt we get : DFARC error an error occured while extracting the .dmod file. After hitting play, we never get to the home page but receive the message - error Improperly archived files 'hh2/graphics/darkdink/qsand/crap/wordpad document scrap 'sp_flying(&curren.... '.shs'. Skipping
And then what is apparently a time elapsed while the error ran. We have attempted to remove the dfarc box altogether but it won't go away so we could try reloading it. He knows more about this stuff than I do, but he's at a loss too - every other game we've ever tried to load has loaded, including games we've tried since HH2. Any ideas?
July 29th 2012, 11:06 PM
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Pillbug
Peasant He/Him United States
Love! True love! 
While I'm not sure why this is happening, I can suggest a couple of methods that might help you out:

a) Since the problem occurs during the actual extraction of the D-Mod, try upgrading to DFarc 3. It's more compatible with newer stuff, and even if it doesn't fix it, it's nice to have the latest and shiniest things.

b) You could try to totally bypass the extraction process altogether and download the D-Mod folder.
1) I went ahead and uploaded the HH2 folder to MediaFire. That folder is the result of the extraction process, and includes all the D-Mod's files.
2) Extract that folder to the folder you keep all your other D-Mods.
3) Refresh DFarc and try to play HH2.

If those don't work, then I'm out of ideas for now.
July 30th 2012, 06:20 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Still sounds like it could have something to do with your drivers, but I'm not sure.

You can try what Pillbug suggested. But use this link instead of the one he posted. I zipped the newest version which has less bugs than the version he linked to.
July 31st 2012, 02:12 AM
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shevek
Ghost They/Them
 
Keep telling me if you find any more bugs. Big or small.

On several occasions, I had the game freeze on me, always when I was about to exit a room. Not exactly sure which rooms, but it certainly happened once when trying to leave my father's house after the final story. The music continues, but the game is not responding to any keys (dink was frozen). It looks like the controls are locked for a cut-scene (or in this case more likely, a warp), but it doesn't happen.

And two script bugs for which I have patches:
- When asking the green guy in Quintus (s2-greenguy.c) for gossip later in the game, it freezes. This is because the unfreeze() commands only happen if &events==1. They should be outside the if-block. And there probably should be a remark about "nothing new" as well.
- The same applies for s2-redman.c asking about current events.
July 31st 2012, 06:52 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Thanks. I will look into these in the next update, which will probably not happen anytime soon. I need to gather much more bugs first. If none show up, then I'll update it with these two things fixed.

About the freezing though. Were you able to see the final scene (with the credits and stuff)? Did it freeze when you warped out of the house or after walking to the left for a while?
July 31st 2012, 10:08 AM
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shevek
Ghost They/Them
 
About the freezing though. Were you able to see the final scene (with the credits and stuff)? Did it freeze when you warped out of the house or after walking to the left for a while?

In all cases, it froze when I tried to walk out of a screen (not entirely sure if it's always just before a warp). It always seemed to be after having made significant progress, right before finding a new savebot. Same thing here: I saw the credits, talked to my father and Martridge, went upstairs, tried to go outside, but didn't succeed. So I had to beat my brother (which was easy; the hardest part of it is waiting for the cpu to catch up with all the flames in the screen) and watch the end credits. Then I went outside straight away, and it worked this time. As usual, I immediately found a savebot.

It seems like some race condition, where a script that has used freeze() is interrupted before calling unfreeze(). I haven't checked which script that could be.
July 31st 2012, 10:33 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Interesting. Does a message appear or something like that? Or does it just freeze? It did crash on me a couple of times but that was probably cause my computer wasn't in the best shape at the time I was testing it. If it just freezes, then that's really strange. It never happened to me, nor anyone else who played/tested it.
July 31st 2012, 11:18 AM
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shevek
Ghost They/Them
 
Yes, it just freezes, very much like what it does for s2-greenguy and s2-redman. The music continues, everything seems to be fine, except that it doesn't respond to any keys (not even escape), and it doesn't do the warp I'm expecting.
July 31st 2012, 11:20 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Does Dink completely freeze, or does his idle animation still play?
July 31st 2012, 11:29 AM
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shevek
Ghost They/Them
 
His idle animation is still playing, as it does when freeze(1) is in effect.
July 31st 2012, 06:41 PM
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ExDeathEvn
Peasant He/Him New Zealand rumble
"Skinny Legend" 
Sounds like a simple unfreeze problem, so at least it should be easy for him to patch.
August 1st 2012, 12:07 AM
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ninkasi
Ghost They/Them
 
Even tho I'm having to play it on a rotten little laptop with oddly placed keys, I'm really enjoying HH2. None of the suggestions worked but husband gnaws at the problem off and on and maybe someday. Anyway, what I really mean to say is thanks to all and Mr Skull, your outstanding effort deserves to be named Best Dink Game Ever!
August 1st 2012, 05:03 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Sounds like a simple unfreeze problem, so at least it should be easy for him to patch.

I am afraid it is more than that. Now that I think about it, I actually do remember this bug. It happened to me once, when walking out of Martridge's house. I closed the game, started again and it worked the next time. I really don't know why it would do this. It's like any other warp. So it's not actually something I think I can fix, because it doesn't seem to be up to anything I specifically created with scipts or the editor.

Only thing I can really remember when it freezed was that I had the bow equipped, but it worked the next time even though I did. There's not really anything else that sticks to my mind from the situation.
August 1st 2012, 07:10 AM
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shevek
Ghost They/Them
 
Only thing I can really remember when it freezed was that I had the bow equipped, but it worked the next time even though I did.

I'm pretty sure I didn't have the bow equipped, because Hydrafire solved all my range-attack needs. I had the sword of Hades equipped all the time, so I suppose I had it when it happened there, too. Possibly the (mage)fist, in search of rocks. But I didn't have either of these when it happened earlier in the game, I probably had the fist or the herb boots. In other words, I'm pretty sure that doesn't have anything to do with it.
August 1st 2012, 07:16 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Well, hopefully you're only a special case along with me. So far you're the only one who has experienced this error, along with me once. Rob even betatested it and it didn't happen to him for once.
August 2nd 2012, 12:02 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
And to those who've finished the game; remember, I always appreciate reviews.
August 2nd 2012, 12:59 PM
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metatarasal
Bard He/Him Netherlands
I object 
Heh, I've reviewed many of your DMODs before. I might review this one too, but before I start HH2 I feel obliged to finish HH1. And I'll probably start HH1 from scratch again as I forgot so much about it...

And then there are those contest DMODs... I have to see what my competition is.

EDIT: Also, I love these kind of recent release threads.
August 2nd 2012, 04:05 PM
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Christiaan
Bard They/Them Netherlands
Lazy bum 
This is a great idea! If this is done for every D-Mod release it could really increase the attention of D-Mods and spur up discussion.
August 4th 2012, 11:32 AM
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ninkasi
Ghost They/Them
 
Managed to get the game in under the Windowed Mode - this results in a quarter-screen size game play but at least it works. Any clue on making it full size now? Sorry to keep bothering you about this, but appreciate any help you (or others) can provide....
August 4th 2012, 11:43 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
I don't really know. I always use Windowed Mode.
August 4th 2012, 11:57 AM
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Kyle
Peasant He/Him Belgium
 
You might not think Windowed mode is big enough but... Turning on full screen makes the game really bland and ugly in my opinion :/ You do have the option of trying to play it in DinkHD.
August 7th 2012, 10:24 PM
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Pillbug
Peasant He/Him United States
Love! True love! 
It works in windowed mode but not fullscreen? That's weird. Try playing in fullscreen but disabling Truecolor?
August 9th 2012, 07:40 PM
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SebastianT
Ghost They/Them
 
When Abraham threatens Dink with the...

"Wrath of the Disrurbed Rats"

he's not kidding: Dink Smallwood fails.

( Error 1, so very not
[OK]
)

I've now run into this three times in succession: normal playing, replay from last saved state, and "hide the Save files, erase everything, reinstall, recover the Save files". Not sure what to do next.

Details:

Dink is Level 12.
Running DFArc v3.4 / Ubuntu Linux 10.04.4

It may or may not be relevant that I entered the Temple, MageFisted the wall, exited the Temple, saved, and then returned to the Temple before listening to the Gods of the Ancients' rant (sorry, it gets a bit old the third time through).

( "What, Me Paranoid?" )

Doesn't mean I can't keep playing, I suppose, but it probably means I won't be able to finish the game. Sigh.

Any hints on how to get past this?
August 10th 2012, 05:38 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
This has never happened to anyone before. I have no idea what it could have to do with. It shouldn't have anything to do with the in-game things. More likely something to do with Ubuntu. Only thing I can think of is to mess with the script itself. If you want to try to mess with it yourself, the script's called "s3-ancscene". Also, you might want to check if there's a script called "s3-abeboss" in the STORY folder. If it has somehow mysteriously disappeared, then that's pretty much the only thing I can think which could launch this error.
August 10th 2012, 07:24 PM
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SebastianT
Ghost They/Them
 
Only thing I can think of is to mess with the script itself. If you want to try to mess with it yourself, the script's called "s3-ancscene". Also, you might want to check if there's a script called "s3-abeboss" in the STORY folder. If it has somehow mysteriously disappeared, then that's pretty much the only thing I can think which could launch this error.

Skull,

Thanks for the reply.

The /story/ directory contains: s3-ancscene.c (4875 bytes), s3-abeboss.c (1761 bytes), and s3-abeboss2.c (8335 bytes).

Applying a complete lack of originality I added "debug" statements looking like this:

say_stop("Debug ans#4", 1);
wait(1000);

to s3-ancscene.c and s3-abeboss.c and found that the problem was occurring following this line:

external("healthbar", "make_hbar", 3, &current_sprite);

I also discovered that, after I had added about fifteen of those PRINT statements to 'healthbar.c' and replayed the scene, I wound up in combat with Abraham-or-someone-like-him, and gained 150EXP for defeating him. Of course, by that point Abraham had leapt up on the stage-left rocks, and there's no telling what state the variables were in by that point; I hit Alt-Q and exited.

Very confusing.

Does this provide any more insight?

August 19th 2012, 03:57 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Has anyone managed to complete the game yet? I know Shevek beat the main story. Anyone else managed to do that already?

Just curious.
September 4th 2012, 02:26 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
So, might as well put this thread to the use it was originally intended for (new versions info and such). Since it's fixed now, I uploaded a few screenshots of HH2. I'm also going to release an update fairly soon fixing some small bugs. It will probably take a while, since I want to have a walkthrough included in that version as well.

If anybody else wants to upload screenies of the game, be my guest. Just make sure you don't upload a totally similar image to the ones already there.
September 9th 2012, 06:00 AM
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shevek
Ghost They/Them
 
Has anyone managed to complete the game yet?

Almost. I'm now at 99%, so I've entered the Fun part. Only the real fun will probably start when I'm at 100%... I had to cheat twice, and am still missing two trophies (for which I might go and cheat as well, at least to know what they are).

The first thing I had to cheat for was the entrance to the treasure island with aunt Maria. I somehow missed it, even though I went through that room many times. After knowing it was there, I entered, and instantly blew the entrance open. Perhaps I hadn't been there with hydrafire before; it does lots of extra damage.

The second thing was the "north of the branchless" hint. There are two problems with that. The first is that it should have been "leafless", not "branchless". But I had guessed that. The other is more serious. When I found that hint, I had already burnt down all the trees in the area. I did not remember which tree was leafless before I started burning them... Ah well, perhaps that's just a good puzzle. Anyway it was too good for me, so I cheated.
September 9th 2012, 06:20 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
A warning: You may be disappointed in the 100% ending. It isn't anything spectacular. It's just there to give somewhat of an ending and perhaps a slight hint to a (possible) sequel.

As for the branchless, it actually does mean branchless, not leafless. There's a tree near Tutras with the branches visibly cut off (if you examine it, Dink will even comment that it's branchless).
September 9th 2012, 06:26 AM
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shevek
Ghost They/Them
 
You may be disappointed in the 100% ending. It isn't anything spectacular.

No problem, I liked it anyway.

So yes, I did cheat for the final two. I really think going through this trouble to claim the ghost bonca trophy is more than can be expected of any player who isn't looking at the source, though. If the trophy duck would say which trophies I was still missing, it might be more reasonable. Although And as for the last one (number 11). Well, yeah, I don't really see why I should get that trophy for that action. And I'm sure I did do it before, but I suppose I didn't save the game after that.

Well, it's good to be done with it anyway. Thanks for the great game, Skull!
September 9th 2012, 06:40 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
The Trophies are there as the final act for people who finished with everything else. Kinda if the player wants to check/try everything and finds the game interesting enough to keep playing, he still has some sort of a goal. Otherwise it would get pretty boring. If you're already the kind of person who enjoys examining every last bit in a game, the Trophies are there to encourage you even more.

Thanks for the kind words. I wish you had an account so you could write a review.
September 12th 2012, 02:00 PM
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shevek
Ghost They/Them
 
I wish you had an account so you could write a review.

Hmm, good point. Sparrowhawk, can this work like with releasing files? That I send you the review and you post it to the site?
September 12th 2012, 02:58 PM
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Sure

Or better, send it to scratcher because he's the one who approves them, that way it'll be quicker.
September 12th 2012, 03:26 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Out of curiosity, how exactly does that work?
September 12th 2012, 03:28 PM
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Unfortunately, it's not possible. ;/ There's very little that can be done with reviews, so I can't upload the review here and then move it on shevek's account.
September 12th 2012, 03:38 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Awww.. Was hoping to get some "official" feedback.

Although, wasn't there an account somebody made for Shevek?

EDIT: Found it.
September 21st 2012, 08:02 AM
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shevek
Ghost They/Them
 
On several occasions, I had the game freeze on me, always when I was about to exit a room. ... It looks like the controls are locked for a cut-scene (or in this case more likely, a warp), but it doesn't happen.

As you can see in the other thread, I traced this bug down to the engine. I suppose Beuc will soon fix it in freedink; not sure if there is a way to get the fix in regular dink.
September 21st 2012, 03:33 PM
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Beuc
Peasant He/Him France
 
Hi,

Can you send me a savegame where this problem is happening and how to reproduce it, so I can check how it can be fixed?
Thanks
September 24th 2012, 12:02 PM
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shevek
Ghost They/Them
 
Can you send me a savegame where this problem is happening and how to reproduce it

I did, using you debian mail address. To make things even easier for you, I also diagnosed the source of the problem, which was random_blood in src/dinkvar.c, which fills the members of spr[crap2] even if crap2 == 0 (so no sprite slot could be allocated).

I also created a minimal dmod to trigger the problem without you needing to run through nine levels of dungeon.

I think you should be all set now.

So Skull, now that we know what causes the bug, we can also deduce what the problem was: you put too many details in your screens, so all the sprite slots are filled up.

The reason that this was so hard to track down, is that it usually has a significant "incubation time": the bug is triggered not when the memory is corrupted, but when touching a type 2 (invisible) sprite with a warp, the first time after the memory is corrupted. That can be many screens after the fight.
September 25th 2012, 10:56 PM
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leprochaun
Peasant He/Him Japan bloop
Responsible for making things not look like ass 
I have two bugs you might think about fixing.

The first one being a hardness error on screen 271.

The second being that you can repeat cocostory over and over. This can increase your completion percentage to 100 without finding all the familiar corpses, breaking all the rocks, finding all the honorgems, buying all the houses, or buying all the books. The only thing you have to do is wait for the dragon to respawn. The quest won't appear in your diary but it can still be repeated.

September 26th 2012, 05:56 AM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
Thanks. Will fix.
September 26th 2012, 11:15 AM
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toal193
Peasant He/Him Brazil
 
Guys, I'm missing one magerock. Is there any way to get its location? Even if the "way" include cheating or opening the dmod with strange utilities, I don't mind, but I really want to know where the remaining rock is.

*UPDATE*: hit daddy to get a trophy. So educational, LOL!
October 7th 2012, 12:47 PM
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rikkie
Ghost They/Them
 
I think i discovered a bug in the game...or at least a probable unwanted shortcut to finish it.
I finished the game with just 49%, without ever getting to the goblin village or to the VB mines. After saving the princess & the king and going to VB, discovering there that I have to go to the goblin village to find the crystal, I talked to the king again and i could ask him about dragon island & fairies - although these things were never mentioned before. Afterwards, the bridge to Tutras was blocked, I killed all goblins on the battlefield, got access to the fairy village (but never to the goblin village or the mines) and finally could beat the game without fulfilling the quests concerning the goblin village or VB.
So, I tried to play it again from a saved game immediately before fighting the dragon to rescue the princess, and (to make it short), after talking to the people in VB suddenly the quest to get back the Tree of Magic appeared in my diary.
Maybe I did something "wrong" before? Anyway, I thought this info could help to improve the game....although even with this unexspected fast ending I really liked it
October 16th 2012, 07:48 AM
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Awinash
Ghost They/Them
 
I tried that location but unable to walk through the trees
October 16th 2012, 07:54 AM
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Awinash
Ghost They/Them
 
after getting the scroll which says "north of the branch less"I tried the location north of the castle but unable to walk through the trees can any one help?
November 7th 2012, 04:12 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
I'm still writing the walkthrough. Keep close eyes on this thread! There might be some huge news coming soon conserning HH2. Well, as huge as news about a D-Mod can be. Although it all depends on my laziness, as usual.
December 8th 2012, 04:11 PM
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Unstickying these cos they're not very recent any more!
December 17th 2012, 01:49 PM
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Kosai
Ghost They/Them
 
Hey skull,

First things first, thanks a lot for the great sequel! I had a fantastic time playing. Of course, I'm now desperate to get 100% after finishing I'm at 97% right now and one of the things I'm missing is about the "branchless" hint. I got the scroll and also found the tree in question, but I can't seem to find anything unusual north of it. Could you maybe point me in the right direction...?

Best regards, Kosai
December 17th 2012, 07:00 PM
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shevek
Ghost They/Them
 
Go one screen north of the branchless tree, then read the scroll.

Also, when you have 99%, you can go to the cave and get 100% in there.
December 21st 2012, 10:32 AM
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Kosai
Ghost They/Them
 
Great, thanks! With that hint, everything else easily fell into place until 99%.

Now one last thing: Am I not supposed to get the Atraquis trophy by defeating him earlier in the game? It is the only trophy I'm missing and from what I could gather from the scripts, it seems like his death should trigger the trophy 7 variable.

Best regards and many thanks,

Kosai
December 21st 2012, 12:06 PM
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shevek
Ghost They/Them
 
Are you sure this is the trophy you are missing? Looking at the source, unless you kill him (and get the trophy), you will not be able to leave the screen.

If you really are missing trophy7, this is a bug. It will be hard to trace, though, because the question is when the variable was reset back to 0...
December 21st 2012, 12:38 PM
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Skull
Peasant He/Him Finland bloop
A Disembodied Sod 
I can confirm that nowhere in the game is there a script that sets any of the trophies to 0. And I'm quite sure I can trust my memory on this one. Only way I can think this is possible is if you didn't get the trophy to begin with, which also shouldn't be possible, unless if dink.exe itself bugged out or something.
December 22nd 2012, 05:25 AM
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Kosai
Ghost They/Them
 
Strange. It was definitely trophy7 (I checked the script associated with the sprite in the trophy room). When I modified the "hitting-daddy-script" to give me trophy7 instead of trophy11 and hit him once again, I got the trophy (and 100%) without a problem. So the variable really must have been at zero. I never noticed anything unusual about defeating Atraquis, though (no cheating involved, no noticable bug, ...). If I have the time, I will play again from a savegame before I defeated him. Is there a way to check the value of a variable in-game (so I don't have to get 99% after defeating him to check whether it worked this time)?

Anyway, at least I got the ending without too much hacking It was a fantastic Dmod and I had lots of fun!

Best regards, Kosai
December 22nd 2012, 07:01 AM
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shevek
Ghost They/Them
 
Is there a way to check the value of a variable in-game

The "official" way would be to put this in some function which you can trigger:

debug ("the current values is &troph7.");


which will write this line (with the variable substituted) into a file (and for freedink also the terminal, which is much more useful) if debugging is enabled.

However, the simpler way that everyone is using AFAIK, is to use:

say ("the current value is &troph7", 1);


which makes Dink say it, and you don't have to search for the file or go to debug mode.

You can put the code in dnotalk.c, for example. Then when talking to "nothing", it will say this instead of the usual "I'm bored" etc.
December 22nd 2012, 07:19 AM
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Don't forget the sexiest command in DinkC: show_console()

Put that in a script, and you can do DinkC commands while playing the game.

The only way show_console() could be even one ounce sexier, would be if you could use it to get out of freeze bugs.
December 22nd 2012, 07:27 AM
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shevek
Ghost They/Them
 
Don't forget the sexiest command in DinkC: show_console()

Sounds great! I didn't even know it existed. Do you have more of those hidden gems?

On the other hand, it is quite a design bug that this is a DinkC command. It should have been the response to a key (combination), like enter/leave debug mode. Of course you can do that by putting it in a key-*.c script, but it's just dirty that a game can tell the engine to show a console, while the player cannot.

Ah well, it's Seth, I shouldn't have expected anything clean.

if you could use it to get out of freeze bugs.

Yes, that's really just a side-effect of this design. Entering debug mode with alt-D (at least in Freedink) works fine during a freeze bug. Not that it helps much...
December 22nd 2012, 11:37 AM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
The console was actually added by redink1 in 1.08. No Seth involved in that particular bit
February 12th 2013, 02:33 PM
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Mhoram
Ghost They/Them
 
I may have found a bug involving Charon and the Tree of Magic. When I arrived at him in the underground, I had the five slayer's claws needed to get a ride to Hades, but not the 3000 gold to get the Tree of Magic. So I went ahead to Hades and defeated him. After that, I went to the church and finished that off. Now I'm back to Charon, and he says "I will give you the Tree of Magic for 3000 coins," but he doesn't give me the option to buy it. All I can do is "Ask about his job," "Ask about Hades," and "Tell him you vanquished Hades."

It seems that since I can't get the Tree of Magic, I can't tell the fairy I finished that quest, so I can't move on to Dragon Isle. All the fairy will do is send me to the Underworld again. I guess I did things out of order with Charon. Is there something I can tweak to get Charon to give me that option again? By the time I did all that stuff, I'd reused all my save slots that old, of course.

Thanks; great d-mod by the way!
February 12th 2013, 09:35 PM
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Mhoram
Ghost They/Them
 
Never mind, the problem was that I dropped a little below 3000 coins, and I see in the code that it's smart enough not to offer that option if you don't have the money, instead of giving you the option and then saying "you don't have enough" as shopkeepers often do.

Onward!
February 12th 2013, 10:09 PM
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Glad to hear you've figured out the problem.