* (Windows) Running "dink.exe c:\temp\ACoolDMOD.dmod" from the command line will now install it, then run it. (original dmod file won't be deleted) Just seemed weird that this didn't exist so added it

* DMOD installer progress now switches to showing MB instead of K if the size is big
* BUGFIX: Fixed map loading bug that could crash the game (I added this one recently trying to clean up code to use more consts rather than magic #s, but there is always the risk I stupidely break something!)
* load_tile no longer instantly takes effect but requires a draw_screen or moving screens, this matches how 1.08 worked.  Loading a save state or resizing the window will cause it to happen early, but hey, close enough
* BUGFIX: Fixed extra nasty bug where logic on certain things like charging your magic would pause the amount of time you used TAB to skip time

git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1517 353e56fe-9613-0410-8469-b96ad8e6f29c
This commit is contained in:
seth 2017-10-02 13:48:06 +00:00
parent 7b57f6f277
commit 36a414e12a
12 changed files with 96 additions and 52 deletions

View file

@ -184,8 +184,8 @@ App::App()
m_bDidPostInit = false;
m_bHasDMODSupport = true;
//for mobiles
m_version = 1.85f;
m_versionString = "V1.8.5";
m_version = 1.86f;
m_versionString = "V1.8.6";
m_build = 1;
m_bCheatsEnabled = false;
@ -282,7 +282,7 @@ bool App::Init()
int scaleToX = 480;
int scaleToY = 320;
if (IsTabletSize() || IsDesktop())
//if (IsTabletSize() || IsDesktop())
{
scaleToX = 1024;
scaleToY = 768;
@ -694,7 +694,7 @@ void App::AddDroidKeyboardKeys()
AddKeyBinding(pComp, "KeyboardAltMagic", 8, VIRTUAL_KEY_GAME_MAGIC);
AddKeyBinding(pComp, "KeyboardInventory", 'I', VIRTUAL_KEY_GAME_INVENTORY);
AddKeyBinding(pComp, "KeyboardAltTalk", 13, VIRTUAL_KEY_GAME_TALK);
//AddKeyBinding(pComp, "KeyboardAltTalk", 13, VIRTUAL_KEY_GAME_TALK); //not sure what this was for, special android key? It caused ineventory to open AND dink to talk so was bad I think
AddKeyBinding(pComp, "KeyboardFire", VIRTUAL_KEY_DIR_CENTER, VIRTUAL_KEY_GAME_FIRE);
AddKeyBinding(pComp, "KeyboardFire2", 'X', VIRTUAL_KEY_GAME_FIRE);
// AddKeyBinding(pComp, "KeyboardAltFire", VIRTUAL_KEY_SHIFT, VIRTUAL_KEY_GAME_FIRE);