* Added "If a .dmod file is put in the Dink HD directory (where the .exe is), it will be automatically installed and then deleted" to readme.txt
* Dialog box rendering was off a few pixels due to me forgetting to remove some tests I did, fixed * Black at index 255 and white at index 0 is now forced during bmp loading. Windows does it, photoshop doesn't, but older versions of Dink (directx) seemed to do it so going with that * Invalid sprite sent to freeze/unfreeze will no longer crash the game (bug was also in original 1.08) * Added hardening to check valid input on many script functions, will stop "sometimes" crashes based on bad scripting as well as log them * Crash logging should show correct function names. I mean it this time! - Some mobile related files added now that I'm starting to work on that side too git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1512 353e56fe-9613-0410-8469-b96ad8e6f29c
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@ -28,6 +28,7 @@ Supported command line options:
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-game <dmod directory> (Example: dink.exe -game c:\dmods\island ) (this also sets -dmodpath automatically to the dmods parent directory)
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-dmodpath or --refdir <dir containing DMOD dirs> (Example: dink.exe -game c:\dmods )
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Note: If a .dmod file is put in the Dink HD directory (where the .exe is) it will be automatically installed and then deleted
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------------- BETA VERSION -----------------
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@ -228,3 +229,14 @@ I also added the CD and splash.bmp that were missing
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* Fixed issue where music might not play on the title screen
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* Raised "memory of dead background sprites" to 300 from 100 for Windows, up to 200 for mobile
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* Doubled memory Dink is allowed to use before uncaching graphics not used recently (could probably be disabled entirely for Windows but whatever)
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------ Change log for 1.8.3 ----------
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* Added "If a .dmod file is put in the Dink HD directory (where the .exe is), it will be automatically installed and then deleted" to readme.txt
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* Dialog box rendering was off a few pixels due to me forgetting to remove some tests I did, fixed
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* Black at index 255 and white at index 0 is now forced during bmp loading. Windows does it, photoshop doesn't, but older versions of Dink (directx) seemed to do
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it so going with that
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* Invalid sprite sent to freeze/unfreeze will no longer crash the game (bug was also in original 1.08)
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* Added hardening to check valid input on many script functions, will stop "sometimes" crashes based on bad scripting as well as log them
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* Crash logging should show correct function names. I mean it this time!
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