Updated D-Mod: All that Glitters! v1.10
Ye ol' SlipDink has updated All that Glitters! to v1.10. This release includes at least 24 fixes/improvements/corrections, ranging from changing some dialog and some other wording to eliminating several overlapping lines of white text.
Restarted from the beginning and the changes seem to have removed many of the minor glitches noted in my earlier report.
The scrolling text lines are now all readable. The delay between each line is, perhaps slightly longer than needed. When I hit <spacebar> to go to the next line, it takes longer than previously and longer than other DMODs.
The intro segment seems quicker (a good thing) and Dink's initial conversation with Martridge was clear and had no visible problems.
I appreciate that the scrolling of text (up screen) is now limited to only 4-6 lines before fading, unlike the prior version which scrolled all the way up and off screen. That makes gameplay faster.
More later.
The scrolling text lines are now all readable. The delay between each line is, perhaps slightly longer than needed. When I hit <spacebar> to go to the next line, it takes longer than previously and longer than other DMODs.
The intro segment seems quicker (a good thing) and Dink's initial conversation with Martridge was clear and had no visible problems.
I appreciate that the scrolling of text (up screen) is now limited to only 4-6 lines before fading, unlike the prior version which scrolled all the way up and off screen. That makes gameplay faster.
More later.
Found a bug. After I go past the secend castle I can't go back to the previous areas (apperatly the game thinks I have not visited castle 2 despite the fact I did and I just passed the original message).
Edit: Seeems this happens after I visit castle 3 but before visiting castle 4.
Edit 2: Found some wierdness: after freeing the mud people I was still able to go back into the mayor's castle to sleep and even managed to trigger a conversation with the cook.
Edit: Seeems this happens after I visit castle 3 but before visiting castle 4.
Edit 2: Found some wierdness: after freeing the mud people I was still able to go back into the mayor's castle to sleep and even managed to trigger a conversation with the cook.
Hmmm. That is a puzzler, but I'll look into it.
Another glitch:
Dink finds the blue stone, but when attempting to close the hiding place, the game freezes.
Dink is standing directly on top of the up/down arrows when this occurs.
Dink finds the blue stone, but when attempting to close the hiding place, the game freezes.
Dink is standing directly on top of the up/down arrows when this occurs.
@ RangerLord
Found a bug. After I go past the secend castle I can't go back to the previous areas (apperatly the game thinks I have not visited castle 2 despite the fact I did and I just passed the original message).
Edit: Seeems this happens after I visit castle 3 but before visiting castle 4.
Hmmm. I cannot reproduce this one in the 1.10 code. Were you using that version when you ran across this issue? If you were using 1.10 code, then can you tell me anything else about what you had done (and not done yet) when you experienced this problem?
Edit 2: Found some wierdness: after freeing the mud people I was still able to go back into the mayor's castle to sleep and even managed to trigger a conversation with the cook.
Okay, assuming that you found this issue in the 1.10 code, I have inserted some post liberation logic into the 1.11 version of doorman.c to take care of that, though I'm pretty certain that this issue was taken care of in another 1.10 DinkC file.
@ twp
Another glitch:
Dink finds the blue stone, but when attempting to close the hiding place, the game freezes. Dink is standing directly on top of the up/down arrows when this occurs.
Okay, since there are no blue stones in this game, I assume you are talking about the purple crystal of clarity. I have disabled touch() in scrthole.c, which should address this issue.
Found a bug. After I go past the secend castle I can't go back to the previous areas (apperatly the game thinks I have not visited castle 2 despite the fact I did and I just passed the original message).
Edit: Seeems this happens after I visit castle 3 but before visiting castle 4.
Hmmm. I cannot reproduce this one in the 1.10 code. Were you using that version when you ran across this issue? If you were using 1.10 code, then can you tell me anything else about what you had done (and not done yet) when you experienced this problem?
Edit 2: Found some wierdness: after freeing the mud people I was still able to go back into the mayor's castle to sleep and even managed to trigger a conversation with the cook.
Okay, assuming that you found this issue in the 1.10 code, I have inserted some post liberation logic into the 1.11 version of doorman.c to take care of that, though I'm pretty certain that this issue was taken care of in another 1.10 DinkC file.
@ twp
Another glitch:
Dink finds the blue stone, but when attempting to close the hiding place, the game freezes. Dink is standing directly on top of the up/down arrows when this occurs.
Okay, since there are no blue stones in this game, I assume you are talking about the purple crystal of clarity. I have disabled touch() in scrthole.c, which should address this issue.