![]() ![]() >The Dink 20 year anniversary is coming up ![]() I think this is already supported in Dink HD, it can also directly load. ![]() >Also either PNG or TIFF support, so it'd also use the alpha channel (So we can use both black or white) I agree, I added this a few days ago to my current build >Add the 4:3 aspect ratio mode, some people don't like how it's horizontally stretched to fit the 16:9 aspect ratio and hey, that would also help for mobile phones. The C++ code will be sitting there if anyone else wanted to give it a go though. I'd love that, but yeah, a bit outside of my current scope. >All I can think of at the moment would be a more modern, cross-platform editor, but that might be something we have to figure out as a comunity here since the audience for that is much smaller! >Like Skurn, I too would emphasize "full compatibility with every dmod in existence" I could try to do this, if I can figure out exactly what an old dmod wants. >The problem is, in order to have Dink HD fully compatible with every D-Mod it would need to have an 1.07 compatibility mode The "smoothing" (antialiasing) has always been an option in Dink HD that can be disabled! >Could you remove the stupid blur effect from Dink HD? * Optional: Release it on Steam and GOG along with classic mode. * On PC: List all available resolutions and switch between them. (That may also make porting it on Linux and Mac much easier and hey, the gamepad will also work on it) (So you don't have waste some maximum sprite limit in a screen) * Optional but, marking an area to execute a script without relying on sprites. * HRTF feature from OpenAL Soft for 3D sound. * Borderless support for a faster switch between windows on PC. * Add the 4:3 aspect ratio mode, some people don't like how it's horizontally stretched to fit the 16:9 aspect ratio and hey, that would also help for mobile phones. That would also decrease the size it would take on disk. Also either PNG or TIFF support, so it'd also use the alpha channel (So we can use both black or white). If you're a programmer, you can get the source here via svn: svn:///rtsvn/projects/RTDinkĭinkHD uses OpenGL right? I have been thinking about shaders support for it like the lighting and shadows or change the color and alpha for the sprites (along with changing the overall screen color). exe and installer signed with RTsoft certs, so virus checkers won't freak out * (Windows) Installer no longer requires admin privileges, now installs to local user's appdata dir (C:\UserName\AppData\Local\DinkSmallwoodHD) * (DinkC) Goto statements no longer require a at the end to work ![]() * Added support for aspect ratio correction (can be disabled by enabling "Fullscreen stretch" in the options) * Added support for 64 bit builds (still fully compatible with existing save states/games) * Latest state data to "Continue" persists even if the game crashes now * (bugfix) Fixed issue where screen scrolling could bug out if window was resized on windows * (bugfix) No longer forces reload of all graphics and audio when losing focus/going into the background * (bugfix) No longer forces reload of all graphics when saving the state * Upgraded source projects to Visual Studio 2017 (free community edition works fine) Make every DMOD installable from inside the game, instead of just a few like it is now? Compatibility needs to be improved for this to mean much. Work with redink1 so you can click any DMOD and play it in your browser? I've been wanting to make Dink HD free everywhere for a while (it's currently $2.99 on mobile) I've been wanting to make the Dink HD version open source for a while The Dink 20 year anniversary is coming up Dink HD needs some fixes in general anyway Screenshot.- Dink HD has been purchased by a lot of people on iOS but the version in the AppStore was created in 2012 and won't even run on the upcoming iOS 11, I need to update it System: Linux ninja2000-F5RL 2.6.32-5-686 #1 SMP Sun Sep 23 09:49: i686 GNU/LinuxĬommand line: /usr/games/zandronum/zandronum /home/ninja2000/Desktop/brutaldoomv016b.pk3Įxecuting: gdb -quiet -batch -command=gdb-respfile-geJFgN -pid=2607ĬrashReport.zip (17,824 bytes) 15:08 Zandronum.exe -iwad tnt.wad -file skulltag_actors.pk3 skulltag_data_126.pk3 brutaldoomv016b.pk3 +load save1 The game should crash after several times When quickly save and load on a bigger map (even vanilla one) the game crashes after load, that gives error about 0 corrdinates and unables to load it again (FOREVEER!).ģ. My View | View Issues | Change Log | Roadmap | Zandronum Issue Support Ranking | Rules | My AccountĠ001113: After quick save'n'load, the game crashes + save cant be loaded Chat on our Discord Server Get the latest version: 3.1įor Windows Anonymous | Login | Signup for a new account ![]()
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