The Dink Network

WinDinkEditPlus2 and visions and freedinkedit

February 14th, 01:02 AM
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SimonK
Peasant He/Him Australia
 
So... I'm using WinDinkEditPlus2 to do various tweaks to SOB and for some reason couldn't get a base script to stick to screen.

I tried creating one via WDEp2 using the edit screen - didn't remember it, but script was created

Then I thought, hey maybe freedinkedit will do it, and sure enough it did keep the base script attached.

However...

Now WDEp2 doesn't launch the SOB map, so I'm guessing there is some weird incomptability to the map.dat file after using freedinkedit that WDEp2 doesn't like.

Or perhaps I'm doing something else wrong.

The DMOD plays in freedink with the base script attached correctly.

Haven't tried it in DinkSmallwood HD yet.

Sigh, I did a full DMOD backup, before I started, but I'm hoping I don't have to go back to that version of the map.dat file...

Anyone know anything about making base screen scripts work in WDEp2?
February 14th, 01:27 AM
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yeoldetoast
Peasant They/Them Australia
LOOK UPON MY DEFORMED FACE! 
Freedinkedit has an historical bug in its calculations of tile screens which mangles hard.dat in a way that WDE can't cope with. WDED is the superior variant that I believe accounts for this.
February 14th, 02:08 AM
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SimonK
Peasant He/Him Australia
 
WDED is...

WinDinkEditDink?

Ah WinDinkEditDrone

I beleive

Unfortunately no joy here

So I think my options are:

1) Use freedinkedit - not liking that as I'll miss the cool things of WinDinkEdit

2) Move the DMOD fold back into Program Files/Dink Smallwood folder and work there with WinDinkEdit Plus or original WinDinkEdit - can do, this, just not sure what the f*%$ Windows 10 does with permissions when folders and files are in C:\Program Files (x86)\Dink Smallwood. I haven't used Windows for so long with this sort of stuff. Not even sure that Win10 isn't hiding the edited map.dat file here.

3) Go back to original map.dat of SOB, redo all the changes I've made in WDEp2 and never use freedinkedit again, not sure how to get around placing base scripts here... maybe use WDED?

4) Dink more beer and remember the good ol' days of DMOD making, and never darken that door again.

So hard.dat is the file that defines hardness tiles/elements and map.dat is the actual map, right?

S
February 14th, 02:17 AM
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yeoldetoast
Peasant They/Them Australia
LOOK UPON MY DEFORMED FACE! 
Not quite I mean this one
February 14th, 02:21 AM
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SimonK
Peasant He/Him Australia
 
Yeah, I think I tried that one, no joy.

Going to see if just copying the original hard.dat file helps...

S
February 14th, 02:24 AM
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SimonK
Peasant He/Him Australia
 
Lovely jubbley... copying original hard.dat from my SOB backup seems to have saved the day.

Map opens in WDEp2 and the vision base script is attached as well

Time to eat...
February 14th, 02:40 AM
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yeoldetoast
Peasant They/Them Australia
LOOK UPON MY DEFORMED FACE! 
If WDED works again after replacing the FDE-mangled hard.dat with a known good one such as redink1's rewrite or Robj's, it means the bug is still present in in which case we can thankfully nag the author , though I tend to assume it's a file permissions error.

For the sake of file permissions, d-mods should be placed either in DFarc3's "alternate install" location, or in AppData/Local/Whatever that "HD" uses. Otherwise DFarc2 on Windows will place them in VirtualStore on Vista and later while pretending they're in Program Files x86 in which case you don't really know what the real location is. I believe Martridge is smart enough to deal with all of this sort of thing while accommodating those who still use old 1.08.
February 14th, 07:09 AM
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SimonK
Peasant He/Him Australia
 
I am not a fan of windows in any flavour... hiding stuff, virtual local locations... blah blah blah

But I will see which version of WDE lets me add a base script for vision control to screens and go with that one.
February 14th, 07:14 AM
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exdeathevn
Peasant He/Him New Zealand rumble
"Skinny Legend" 
Simplest work-around would be a sprite with sp_nodraw and sp_nohit scripted in the corner of the screen for background control stuff.
If you look at the map screen for Charlies' Legacy for example, we have hidden control sprites in every screen.
February 14th, 07:13 PM
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SimonK
Peasant He/Him Australia
 
True dat, just wondering if anyone has made base script assignment work in WDEp or WDED?
February 15th, 04:31 AM
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As in, a script attached to a screen directly?

If so, I believe I have. I made Silence entirely in WDEP2, and there is at least one screen with a script attached, so I must have made it work.

You said the script was created but not remembered. Are you sure you clicked "OK" on the dialogue box rather than cancel? The latter would produce the exact scenario that you described, AFAIK.
February 15th, 05:46 AM
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SimonK
Peasant He/Him Australia
 
Yeah, I've tried it several times now.

You can create the script via the screen properties page, but it doesn't seem to remember to attach it

You can select the script if already made via the screen properties page, but again it didn't stick on clicking "OK".

February 17th, 08:56 AM
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drone1400
Peasant He/Him Romania
C# nerd 
Uh, sorry for the late reply, I tested this too in both WDE Plus V2.5 and it seems setting the base script there doesn't work, just like you said.

I tested this in my release of WDED V2.5.7.8 (the one that yeoldetoast linked) and it seems to work there.

So I guess try that instead

Edit: Oh yeah, I should mention that unless I'm misremembering something, I think the latest release of WDE Plus V2.5 has a significant crash-inducing bug related to the action undo buffer, which basically makes it crash when it reaches the maximum number of undo actions. To mitigate that, you'd have to set the "Max Undos" in options as high as you can, and save often. (This is fixed in WDED)
February 18th, 12:28 AM
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SimonK
Peasant He/Him Australia
 
Yes, I'm using WDED now for the SOB ReDux

visions works, but for me a little weird.

You have to double click on the vision value in the left window, then pass the mouse cursor over the map square to see the result of selecting that vision, rather than just seeing it straight away after clicking on the value. But I'll get used to it.
February 18th, 06:04 AM
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drone1400
Peasant He/Him Romania
C# nerd 
Oh, that doesn't sound right, hmm! Definitely sounds annoying! I'll have to take a look to see how I broke that to behave that way

Wonder how Rob didn't pester me about it yet hah.

Edit: Bah, now that I think about it, I think I know what it is... I'll have it patched later today!
February 18th, 10:30 AM
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drone1400
Peasant He/Him Romania
C# nerd 
Alright, [i fixed the vision thing and] I uploaded V2.5.7.9 on TDN!

Edit: Damn, Redink moves fast! Already up: https://www.dinknetwork.com/file/windinkedit_plus_2_drone_edition/