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translatedlanguages=de,fr,more languages and for loadTranslation("atlantis"); thats the name of the po file, right? im under the impression that you only need the loadTranslations once, and it will load for any language set? |
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Im sad to see atlantis no longer being worked on.
It looked great, gfx scripts and levels :) Its very nice of you to share your work with the community. Thank you for that. To scriptless: N-Pulse used alot of free graphics when we started. Some missunderstandings were made and brought to our attention. We then removed those images and appologised for our mistakes. We have a talented team in all areas now and it saddens me to see you see us as "thieves". |
Cool stuff!
Let's not start arguing about npulse for no reason now though. |
Ah well, I can't rep :( What a pity, but I really appreciate people like Crow who put so much passion into their work. It's a pity Atlantis didn't make it, but it's great to see people who are willing to let go and let others benefit from their hard work instead of hoarding it in their backup folder that will probably never see the light of day again.
As for the N-Pulse deal I don't hold grudges. I never followed up and checked to see if they removed the bush as I realize sometimes confusion/mistakes happen. But let's not spam Crow's thread with that mess :) |
One more thing that comes to mind: if you use Atlantis' graphics as a reference in order to understand how the code works (which is completely fine as long as you're not using the graphics), you may notice that the rain effect on the windows is sometimes below, sometimes above the window graphics. This is due to insufficient layer control in Graal. I wanted to move that rain animation into a gani, along with the windows, but never got around to it. So, if you want to go with a similar approach and use my code for it, you can/should do that.
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When using your custom projectiles, I noticed that other people can't see your thrown objects but you can see your own. Any idea why?
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I fixed it, odd issue. But I think it's how stefan tweaked player.triggerclient. I added a null to the end of the triggerclient were it sends the data and it worked.
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Didn't see this, at first I was like wtf? But once you understand it its easy to follow, add to it.
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