The Dink Network

Reply to Re: Dance party, dancing by myself

If you don't have an account, just leave the password field blank.
Username:
Password:
Subject:
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
Message:
 
 
April 6th, 06:41 PM
custom_simon.gif
SimonK
Peasant He/Him Australia
 
Okay, not sure how that is happening as I've commented out the lines that create the fake dink/Dink dancing hold pose in the item-hot.c script

At first I though maybe I uploaded the wrong version, but I've downloaded the .dmod file from here, installed it in separate directory and played it using freedink and I can't get those multiple frozen Dinks.

The dmod.diz file says its ver 3.02 and the script is the right version, and the .dmod file includes storySaves.nzp file workaround.

So I'm going to try and run it using YeOldeDink to see if that makes the error happen.

+++++++++++++++++++++++++++++++++++++++++++++++++

So, I've tried it in YeOldeDink, using the Story 3 save game to load up and besides the weird freedink error of hearing the punch sound the first time loading, I can't get the multiple frozen Dinks to appear with hitting the CTRL key multiple times, or keeping that key depressed. So not sure...

=================================================

I think I've got a fix for the punch sound thing, I have to repeat the init() commands to reset frame_special a second time for YeOldeDink and twice more for freedink to stop Dink punching the hammer as he throws it in directions 2 or 8. So resetting set_frame_special to zero, which it now does in the armmovie() procedure as well as twice in the arm() procedure. Not sure why these versions of the engine are different, as DinkHD only needs it set once.