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Witchie NL

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Everything posted by Witchie NL

  1. The !@#$%^&*le is battle for the first. but the goals is being the last person to post?
  2. .
  3. Witchie NL

    % commands

    hmm... is there a way to do this? Or is this (nearly) imposible?
  4. i think alot of people didnt knew about them. This way will make people 'interested' in the options indeed.
  5. Witchie NL

    % commands

    well mervbot can add sounds aswell (not with %# tho). so why not subchat . Im sure it can be done pretty easely.
  6. <3
  7. how about when a player starts DCME for the first time it asks you for 1 of the poll's options. then you can click a Next button and it asks you to specifie a path or w/e that particular option needs.
  8. k ill read that. but im not realy skilled with C++ (Only coded in merv so far) so i wonder if i menage to make something usefull
  9. Witchie NL

    % commands

    Same for %tickname and all those macro's.
  10. so when is this comming? i cant wait to get annother adiction!
  11. lol, yeah lets implent it just for the kick :s .
  12. i think there isnt much of a diffrence in the quality. But i prefer MSVC++ coz its more organised. (MSVC++ isnt free)
  13. you know how much that sucks!? I HATE CONTI'S FILE ORGINISATION!
  14. MSVC++ 6.0: --+ src (includes mervbot src files) +-+Plugin1 (includes the plugins src files) | +-+Debug (map made by msvcpp for the compiled dll etc.) +-+Plugin2 (includes the plugins src files) +-+Debug (map made by msvcpp for the compiled dll etc.) For DCME it would be: --+ DCME (includes DCME.exe and the other files) +-+Map1 (includes the map and compiled lvz files) | +-+Files (map made by DCME for the lvz included files (ini/gif/bmp/bm2/wav etc.)) +-+map2 (includes the map and compiled lvz files) +-+Files (map made by DCME for the lvz included files (ini/gif/bmp/bm2/wav etc.))
  15. Settings to test your map from DCME instead of the default settings it uses now?
  16. ill try to make some small basic things. Im using MSVC++ 6.0 which is a lil diffrent but thats np.
  17. When you import an LVZ with "Import LVZ" button: It doesnt repaint so the imported lvz doesnt show up in the list, untill you click some tab in the lvz window. It doesnt show the included files when you imported an lvz. You made an lvz and clicked add new image... selected it and click remove image: It returns error, Run-Time error '9': Subscript out of range. Clicked 1 of the image's value's given in the textfield at the top right of the window: Run-Time error '380'. Invalid property value. To tired to look for more of them, - Witch
  18. what info does, right click on the icon -> properties, return??
  19. !@#$%^&* kinda complicated. its not realy user-friendly like mervbot is. Is there somekind of main setup?, i have a bit much to do for school lately and i dont want to completely find out myself
  20. Realy looks neato. I can help you code some small thing and ill take a look at the module source's in a few. Maybe i can make some small things
  21. And still i dont understand why you want to have SSME anyway.
  22. indeed. on the screenshots i can clearly read them. Keep up the good work mate ive been sorta following the zone for quite a while and things are getting quite nice. Id say add a orriginal background since there are so many spacethemed zones out there already, But thats just my opinion
  23. god. WHATS THE DIFFRENCE BETWEEN THAT AND MAKE A NEW CORE (which was the orriginal point)?
  24. so you dont even have 100 dollars?
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