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Made some large changes to the playerlist on Login 2.
Now profile windows will open at the center of your screen, likewise for PM windows and history. Your Playerlist will save position now too if you have alwayson checked, so if you open it and move it to a certain spot on your screen, then when you log back into Graal, it'll open in that location. If anyone has any issues, please let me know. Note: These features are only available on Login 2. |
On testbed, Personal/Mark_Sir_Link/GUITEST
On v5, using this style and changing the font in the profile is working just fine. http://img834.imageshack.us/img834/1...1295133596.png On v6, it is replacing the font with something else that doesn't appear to be in the window's blind skin nor is it my default font. http://img141.imageshack.us/img141/5...1295133197.png Happening to Jacob_Bald6225 also. overridestylefont appears to work but isn't allowing the font color to be changed |
It's using the font color defined in the wba file (Personality, ActiveTextR/G/B). You can set the profile.overridestylefont to override the font type, or set style = "" or "none" or so to get rid of the wba stuff in a sub-control.
Hmmm the window position things aren't working at all for me on login2, just seeing some windows shifting positions and the playerlist always appear at {0,0} |
PHP Code:
Also, and this is a bug that's been around on v5 for ages as well, when all the downloads are done it doesn't close down the window, and forces you to do it on your own. Which is annoying to say the least. |
Also, if you press Alt (without any modifier) in the main Graal window or an external one, the game freezes completely.
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For what jazz is doing on UN he should only have to declare X~ types of particles and assign each particletype/snowflake a different image. I.e: PHP Code:
Could also just set continueafterdestroy to true, and destroy (hideimg) the particle image then re-create it with new values and none would be the wiser unless there's noticeable performance loss. |
Well, currently, I have an emitter with a single particle type which emits text (which is always different) as a particle whenever certain conditions are met. The particle count can jump pretty high, too, so there's lotsa text sometimes. I can't really do that with multiple particle types, since I don't want to create a ton of them. With v5 it works just fine, changing the emitter.particle attributes before emitting the next particle. Using v6, all particles update when changing the attributes :(
Edit: Code example: PHP Code:
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Perhaps a emitter.particle.unique is in order to deal with those conditions.
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