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Reply to Re: lockup after picking TUX icon

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September 12th 2017, 12:00 PM
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SlipDink
Peasant He/Him United States bloop rumble
2nd generation. No easy way to be free. 
Hmmm, just to be clear about the idea of Talisman activation to anyone... I'll explain it a bit here first.

As one of the fairies says, "To neutralize and subdue the threat(of the BSoD), you must USE one of three special talismans."

The idea is that Dink must use (push the [Ctrl] button) AFTER the Talisman has been selected or armed (when the icon is displayed in the control panel bottom right corner box). This must be done before he enters the BSoD. The player will then get a small menu to make another choice to either activate or not.

After all, selecting the sword from inventory is different from actively using it to slay an enemy.

But that should not be necessary until after the fairies depart after Dink has chosen his preferred Talisman. Dink can arm himself with the Talisman and then activate it (use the "weapon") after they depart in any screen before he gets to the BSoD screen (which as you have guessed, is a few screens west of where Dink gets to choose his Talisman).

If Dink uses one of the 3 Talismans, several things should happen:
1) He should hear the magical sound appropriate to the Talisman.
2) He should then benefit from the appropriate amount of help this Talisman can (or cannot) provide when he enters the BSoD.

--------------------------------------------------------------------------------------------------

But (as I think I have now figured out) it seems that the main problem you are having is a bit different. I have code like this at the end of the script that allows the fairies to present the choice of the three Talsimans. For some reason, this code is not being executed as I would expect it to be after the fairies leave the screen when you play the game. I do not know why this is as many others (including myself during testing) are not having the problem. I'd welcome any comments that any "old timers" might make here that could explain this (apparently) intermittent problem.

int &junk = screenlock(-1);
if (&junk == 1)
{
screenlock(0);
}

So, I removed that check for screenlock status, and replaced it with a line that should simply unconditionally unlock the screen about 2 seconds after the fairies start to leave the screen heading westward. I am assuming that the use of any unnecessary "screenlock(0);" call will have no side effects. Please let me know if the 1.01 version I have just uploaded with this fix allows you to proceed. This patch certainly seemed to create no problem for me when I tested it.

Ask your friendly local system administrator to make the newly patched dmod available.

Good Luck!