SuperSaiyanGokuX wrote:
Tiberath wrote:
Zaole wrote:
Welcome BYOND! (4.0 Public Version 440.1016)
Logging in...connected
Logged in as Zaole.
Connecting to file://C:\Users\Owner\AppData\Local\Temp\wz8543\isorath\isor ath.dmb...connected
winset: Element pane_chat.input_default not found.
winset: Element macro.Ctrl+I not found.
winset: Element macro.Ctrl+C not found.
winset: Element macro.Ctrl+M not found.
winset: Element window_main not found.
winset: Element window_loading not found.
winset: Element window_loading.bar_progress not found


From using isorath_basic_interface_02. The program itself didn't even run, I just got the Options and Messages box.

Man! You just can't stay satisfied. I'll look into it when I get home (nine or ten hours), until then, I don't really know what could cause all the elements to suddenly not be found.

Perhaps Zaole didn't unzip the .rsc with the .dmb?

I only mention this because I looked at the first uploaded version, and tried to open the .dmb straight from the WinRAR browse window (not thinking) and the O&M box gave me a very similar output...

Same here.
That is indeed what happened. I always use wizard instead of classic, but it opened in classic for some reason.

Anyways, in the spirit of staying displeased, I was displeased to find that there wasn't any... interface. Just a top area and a bottom area. I expected to see "this is where your ____ will be", "____ will go here", etc in different parts of the screen in impressively well-fitting, logical ways.
Did you try the macros that expanded the interface? I thought that was quite clever.
Tom wrote:
Did you try the macros that expanded the interface? I thought that was quite clever.

Oh.

...well, at any rate, the interface's actual border extends farther than the graphical border, leaving a rectangular black outline which looks awkward. So there!
Zaole wrote:
Oh.

You know, there was output to tell you how the macros worked. =(

...well, at any rate, the interface's actual border extends farther than the graphical border, leaving a rectangular black outline which looks awkward. So there!

Awkward for you maybe. The border is there to keep the corner images looking sexy. I can easily replace the black with the standard red/black background I used for The Lobby. You complaining swine. =(

Tom wrote:
Did you try the macros that expanded the interface? I thought that was quite clever.

Cheers. =)
Your HUD's coming along better than mine. I just made simple, rearrangeable stuff that took up as little real estate as possible.
Lies, even? Hm. Harsh words lately, it seems.
You know, it honestly scared me at first because the map view was so gigantically huge, and I was at the lower-left corner of the map leaving a lot of black area to be viewed on the south and west.
Mobius Evalon wrote:
Your HUD's coming along better than mine. I just made simple, rearrangeable stuff that took up as little real estate as possible.

That's a lot of monsters and so few guns. How long until they pull that fence down? =O
Audeuro wrote:
You know, it honestly scared me at first because the map view was so gigantically huge, and I was at the lower-left corner of the map leaving a lot of black area to be viewed on the south and west.

Probably wont be an issue, the landmasses are island based, the start area isn't in the bottom left corner, and I doubt you'll get there. You might get there on the sewer-type-map, but even then, it doesn't really matter.
Alathon wrote:
Lies, even? Hm. Harsh words lately, it seems.

Yeah, people have been accusing me of giving up on my project and whatnot. I couldn't allow this talk to go on much longer, so I figured with some spare time, I'd see what I can do interface wise.

Turns out I can do quite a bit with minimal time and effort.
Tiberath wrote:
Probably wont be an issue, the landmasses are island based

Speaking of which, how are water turfs handled in the game? Are they just crossable like any other? Do you require a boat to enter them? Are they non-enterable at all, and you "teleport" from a dock tile on one side to another on the opposite shore?

I only ask because if the water needs to have any special properties, I'll need to make it a specially defined turf type (rather than just use my method of generic turf types for everything)

Or, should I just place them as generic turfs, and the water system can be handled by an invisible /area/water placed over them later?
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