DieHard Wolfers Forum Index DieHard Wolfers
A Wolfenstein 3d Fan Community


  Hosted by: MCS & Areyep.com - Designed by: BrotherTank

Original Yahoo Forum - Die Hard Archives

AReyeP HomepageAreyep Homepage DieHard Wolfenstein BunkerDieHard Wolfenstein Bunker Log inLog in RegisterRegister Banlist FAQFAQ Search ForumsSearch

  Username:    Password:      Remember me       

In-Game Messages Tutorial - WSJ
Page 2 of 4 Goto page Previous  1, 2, 3, 4  Next
DieHard Wolfers Forum Index -> Code Tutorials View Previous TopicRefresh this PageAdd Topic to your Browser FavoritesSearch ForumsPrint this TopicE-mail TopicGoto Page BottomView Next Topic
Post new topicReply to topic
Author Message
WSJ
DieHard Officer
DieHard Officer


Joined: 17 Apr 2004
Last Visit: 08 May 2017

Topics: 24
Posts: 521

blank.gif

PostPosted: Tue May 11, 2004 2:20 pm
   Subject: Re: In-Game Messages Tutorial
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Next PostGoto Bottom of Posts

Quote:
100% credit to WSJ!


HRNGH? What?

Hair Machine wrote:
But... didn't you write the switching messages on/off thing, Chris? Or am I just confused?


'Twas Kyle who wrote the messages on/off switch. Chris contributed a single, yet essential line of code.
jamez
I am Death Incarnate
I am Death Incarnate


Joined: 16 Mar 2003
Last Visit: 13 Aug 2016

Topics: 13
Posts: 186
Location: Yorkshire, UK
uk.gif

PostPosted: Tue May 11, 2004 2:30 pm
   Subject: Re: In-Game Messages Tutorial
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

truly amazing wsj

_________________
~ James
Hair Machine
DieHard SS
DieHard SS


Joined: 24 Nov 2003
Last Visit: 21 Dec 2017

Topics: 8
Posts: 431
Location: editing my profile
uk.gif

PostPosted: Thu May 13, 2004 1:43 pm
   Subject: Re: In-Game Messages Tutorial
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Finally I understand! I think my brain must have been swapped for a block of wood at birth... Well anyway, not bad Kyle. I'll stick with my version though, as I fixed up that bug and it's about 33 times simpler. I LOOOOVVE simple things. See second sentance fo this post for details.

_________________
Rar rar fiddle di dee
KyleRTCW
DieHard Officer
DieHard Officer


Joined: 30 Jul 2003
Last Visit: 11 Jan 2018

Topics: 45
Posts: 510
Location: Ohio
usa.gif

PostPosted: Fri May 14, 2004 4:00 am
   Subject: Re: In-Game Messages Tutorial
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

The switch code was based on Dugtrio's code for the bobber switch, so most credit goes to Dugtrio for that. Laughing Hairmachine I would like to know how to do this shorter, would you post it?

_________________
Steam: http://steamcommunity.com/id/stormx312
Hair Machine
DieHard SS
DieHard SS


Joined: 24 Nov 2003
Last Visit: 21 Dec 2017

Topics: 8
Posts: 431
Location: editing my profile
uk.gif

PostPosted: Sun May 16, 2004 8:14 am
   Subject: Re: In-Game Messages Tutorial
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Okay, here goes. It's the SUPER SIMPLE VERSION! Possibly even the simplest possible version..

First, you (obviously) have to have WSJ's uber-cool messages installed and working perfectly.
Now open WL_DEF.H and add the variable "toggler" to the gamestate struct:

::: CODE :::

int      difficulty;
int      mapon;
long   oldscore,score,nextextra;
int      toggler;


Then open up WL_AGENT.C and add these lines at the start of the CheckWeaponChange function:

::: CODE :::

if (Keyboard[sc_M])
{
   switch (gamestate.toggler)
   {
   case 0:
   GetMessage ("Messages OFF");
   gamestate.toggler = 3;
   break;
   
   case 1:
   GetMessage ("Messages ON");
   gamestate.toggler = 0;
   break;
   }
IN_ClearKeysDown ();
}


Now you open WL_DRAW.C and go down to the GetMessage function:

::: CODE :::

void GetMessage(char *lastmessage)
{
   if (gamestate.toggler == 0)
   {

   messagetime = 150;
   strcopy (gamestate.message, lasmessage);
   }
}


And then down to DrawMessage:

::: CODE :::

void DrawMessage (void)
{
   if (gamestate.toggler != 1)
   {

   messagetime -= tics;

   SETFONTCOLOR (0x0,0x0)
   PrintX = 8; PrintY = 2;
   US_Print (gamestate.message);
   SETFONTCOLOR (0xe,0x3)
   PrintX = 9; PrintY = 3;
   US_Print (gamestate.message);
   }

   if (gamestate.toggler == 3 && messagetime <= 20)
   gamestate.toggler = 1;

}


And that's it. Not the most complex thing in the world, but I tell you it works! Plus no memory issues, either.

_________________
Rar rar fiddle di dee
Haasboy
DieHard Officer
DieHard Officer


Joined: 23 Jul 2003
Last Visit: 27 Dec 2017

Topics: 58
Posts: 581
Location: South Africa, Johannesburg
southafrica.gif

PostPosted: Sun May 16, 2004 12:49 pm
   Subject: Re: In-Game Messages Tutorial
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Hair Machine your switch for the message, seems to have a bug, cause I can switch it off, but I can't turn it back on. Rolling Eyes

_________________
Haasboy Engine - Currently under construction (To be used with future mods - F.A.D.E.D. - Mansion X - Rising Evil Series)
TexZK
DieHard SS
DieHard SS


Joined: 07 Feb 2004
Last Visit: 17 Oct 2016

Topics: 19
Posts: 370
Location: Northern Italy
italy.gif

PostPosted: Sun May 16, 2004 1:02 pm
   Subject: Re: In-Game Messages Tutorial
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Just set the function in this way:

::: CODE :::

if (Keyboard[sc_M])
{
   gamestate.toggler ^= true;
   if (gamestate.toggler)
      GetMessage("Messages ON");
   else
      GetMessage("Messages OFF"");
   IN_ClearKeysDown ();
}


But REMEMBER to set the "gamestate.toggler" type to "boolean"!!!
Hair Machine
DieHard SS
DieHard SS


Joined: 24 Nov 2003
Last Visit: 21 Dec 2017

Topics: 8
Posts: 431
Location: editing my profile
uk.gif

PostPosted: Tue May 18, 2004 2:49 pm
   Subject: Re: In-Game Messages Tutorial
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

I'm assuming, TexZK, that the code you put there wouldn't work on it's own. If only i had half a clue how boolean's worked... It does look a lot nicer than my version...

@Haasboy: I should point out that with the version above you can't rapidly switch the messages from off to on. I think you could probably allow this to happen by putting "default" in the CheckWeaponChange function instead of "case 1". Although that's untested. I can't see any other problem, but then I am completely blind.

_________________
Rar rar fiddle di dee
Chris
DieHard Wolfer
DieHard Wolfer


Joined: 11 Mar 2003
Last Visit: 13 Jan 2018

Topics: 55
Posts: 2118
Location: Canada
blank.gif

PostPosted: Tue May 18, 2004 3:03 pm
   Subject: Re: In-Game Messages Tutorial
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Hair Machine wrote:
I'm assuming, TexZK, that the code you put there wouldn't work on it's own.

Sure does! I also make my switches like TexZk. It's exactly the same way ID toggles on and off alot of game codes, like Tab-G-F10 in Spear (look in WL_PLAY.C for details). Smile

Boolean is just like binary. Your variables have 2 choices... true or false (1 or 0) instead of 256 choices (char, byte) or 65536 (int). You could use anything, but Boolean would be the most practical if you only need two choices. If you used something else, you'd have to replace "gamestate.toggler ^= true;" with something more complicating like this anyways:

if (gamestate.toggler) gamestate.toggler = 0;
else gamestate.toggler = 1;


OR

gamestate.toggler++; gamestate.toggler%2;

Hope you enjoyed that little venture into Uber Geekyness! Lol.... Geek
Hair Machine
DieHard SS
DieHard SS


Joined: 24 Nov 2003
Last Visit: 21 Dec 2017

Topics: 8
Posts: 431
Location: editing my profile
uk.gif

PostPosted: Tue May 18, 2004 3:29 pm
   Subject: Re: In-Game Messages Tutorial
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Thanks for that Chris, my coding knowledge has just increased! YAY! But what I meant was that as TexZK's code stands, alone, it has no control over whether messages are put on the screen or not; so it couldn't work. But anyway, I think I've just seen a way that would make it all MUCH better than above code. Which makes me a foolish fool for not noticing it before.

_________________
Rar rar fiddle di dee
wolf3dbreaker
I am Death Incarnate
I am Death Incarnate


Joined: 09 Jun 2003
Last Visit: 29 Sep 2009

Topics: 31
Posts: 196
Location: Philippines
philippines.gif

PostPosted: Sat Dec 11, 2004 2:17 pm
   Subject: [HELP] In game messages tutorial problem.
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

I just installed the Brothertank's tutorial "Fun with textures." It works okay but now, the in game messages do not work now. No matter where I put the DrawMessage (); in the ThreeDRefresh area, I still can't get them working! Could somebody please help?
Thanks!

_________________
Gone from the community for a while. Will be back on July
BrotherTank
Forum Administrator
<B>Forum Administrator</B>


Joined: 01 Mar 2003
Last Visit: 13 Sep 2017

Topics: 153
Posts: 2255
Location: Ontario
canada.gif

PostPosted: Sat Dec 11, 2004 2:40 pm
   Subject: Re: [HELP] In game messages tutorial problem.
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

wolf3dbreaker wrote:
I just installed the Brothertank's tutorial "Fun with textures." It works okay but now, the in game messages do not work now. No matter where I put the DrawMessage (); in the ThreeDRefresh area, I still can't get them working! Could somebody please help?
Thanks!


The ingame messaging must go after the lines:

bufferofs -= screenofs; // Unset Screen Buffer
displayofs = bufferofs; // Allow Draw Anywhere on Screen

It must go there because to place it any other place will cause the message to be written under and texture Smile

Greg
BrotherTank
wolf3dbreaker
I am Death Incarnate
I am Death Incarnate


Joined: 09 Jun 2003
Last Visit: 29 Sep 2009

Topics: 31
Posts: 196
Location: Philippines
philippines.gif

PostPosted: Sat Dec 11, 2004 11:33 pm
   Subject: Re: [HELP] In game messages tutorial problem.
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Hey Thanks BT. I owe you one. Very Happy

EDIT: I have a new problem. When the messages appear, they stay there forever! They do not disappear. Now I made sure that I put the

if (messagetime > 0)
DrawMessage ();

Could anyone help me one more time?

Thanks

_________________
Gone from the community for a while. Will be back on July
BrotherTank
Forum Administrator
<B>Forum Administrator</B>


Joined: 01 Mar 2003
Last Visit: 13 Sep 2017

Topics: 153
Posts: 2255
Location: Ontario
canada.gif

PostPosted: Sun Dec 12, 2004 7:19 am
   Subject: Re: [HELP] In game messages tutorial problem.
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Leave the DrawMessage () in the ThreeDRefresh routine as just:

DrawMessage ();

Then change the DrawMessage routine to read:

::: CODE :::

void DrawMessage (void)
{
   if(messagetime <= 0) { strcpy (gamestate.message,""); return; }
   messagetime-=tics;

   fontnumber = 0;
   SETFONTCOLOR(0xf,0x0); // set the color
   PrintX=8; PrintY=2; // position the message
   US_Print(gamestate.message); // print message
    DrawAllPlayBorderSides ();
}


That should fix it...

Greg
BrotherTank
RichterBelmont12
DieHard Wolfer
DieHard Wolfer


Joined: 14 Aug 2004
Last Visit: 13 Nov 2017

Topics: 97
Posts: 1503
Location: New Jersey
usa.gif

PostPosted: Sun Feb 06, 2005 8:27 pm
   Subject: Re: In-Game Messages Tutorial - WSJ
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

ok I need help it is about the keys i want to know how to put the massage for each key Ex If you pick up the Glod key it will say, and if u pick up the silver key it will say "you pick up a glod key,you pick up a sliver key"

_________________
http://www.youtube.com/RichterBelmont12

https://www.facebook.com/RichterBelmont123

https://twitter.com/Richterbelmont6
Guest




Last Visit:





PostPosted: Mon Feb 07, 2005 7:31 am
   Subject: Re: In-Game Messages Tutorial - WSJ
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Look in operate door. you`ll see some case called dr_locked1 untile for under each of em put the message and a break.

You`ll understand
BrotherTank
Forum Administrator
<B>Forum Administrator</B>


Joined: 01 Mar 2003
Last Visit: 13 Sep 2017

Topics: 153
Posts: 2255
Location: Ontario
canada.gif

PostPosted: Mon Feb 07, 2005 10:06 am
   Subject: Re: In-Game Messages Tutorial - WSJ
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Kyo Kusanagi wrote:
ok I need help it is about the keys i want to know how to put the massage for each key Ex If you pick up the Glod key it will say, and if u pick up the silver key it will say "you pick up a glod key,you pick up a sliver key"


That's easy.... It's done in wl_agent.c file in the "GetBonus" routine.... Make it look like this:

::: CODE :::

      case   bo_key1:
      case   bo_key2:
      case   bo_key3:
      case   bo_key4:
         GiveKey (check->itemnumber - bo_key1);
         switch (check->itemnumber)
         {
            case bo_key1:    
               SetMessage("Yellow Key aquired"); break;
            case bo_key2:
               SetMessage("Blue Key aquired"); break;
            case bo_key3:
               SetMessage("White Key aquired"); break;
            case bo_key4:
               SetMessage("Red Key aquired"); break;
         }
         SD_PlaySound (GETKEYSND);
         break;


I use SetMessage and WSJ's routine uses "GetMessage" ... so you will have to change you code accordingly.... But that is where it is placed and how it is done.

Greg
BrotherTank

Greg
BrotherTank
RichterBelmont12
DieHard Wolfer
DieHard Wolfer


Joined: 14 Aug 2004
Last Visit: 13 Nov 2017

Topics: 97
Posts: 1503
Location: New Jersey
usa.gif

PostPosted: Mon Feb 07, 2005 12:06 pm
   Subject: Re: In-Game Messages Tutorial - WSJ
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Thxs BT

_________________
http://www.youtube.com/RichterBelmont12

https://www.facebook.com/RichterBelmont123

https://twitter.com/Richterbelmont6
jamez
I am Death Incarnate
I am Death Incarnate


Joined: 16 Mar 2003
Last Visit: 13 Aug 2016

Topics: 13
Posts: 186
Location: Yorkshire, UK
uk.gif

PostPosted: Tue Apr 05, 2005 5:43 pm
   Subject: Re: In-Game Messages Tutorial - WSJ
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Didnt doom use images not text tho?

_________________
~ James
Tricob
Moderator
<B>Moderator</B>


Joined: 14 Mar 2005
Last Visit: 13:42 ago.

Topics: 161
Posts: 8021
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Tue Apr 05, 2005 6:13 pm
   Subject: Re: In-Game Messages Tutorial - WSJ
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Only if you played a version I haven't seen yet (such as the *nix port). The one exception would be the "Loading data ..." message, where it's substituted by the image of a 3 1/2" diskette.
jamez
I am Death Incarnate
I am Death Incarnate


Joined: 16 Mar 2003
Last Visit: 13 Aug 2016

Topics: 13
Posts: 186
Location: Yorkshire, UK
uk.gif

PostPosted: Tue Apr 05, 2005 6:33 pm
   Subject: Re: In-Game Messages Tutorial - WSJ
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

No, all the letters were seperate images i remember seeing...

_________________
~ James
jamez
I am Death Incarnate
I am Death Incarnate


Joined: 16 Mar 2003
Last Visit: 13 Aug 2016

Topics: 13
Posts: 186
Location: Yorkshire, UK
uk.gif

PostPosted: Tue Apr 05, 2005 6:39 pm
   Subject: Re: In-Game Messages Tutorial - WSJ
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Just been playing Doom II and the letters are images..

_________________
~ James
Tricob
Moderator
<B>Moderator</B>


Joined: 14 Mar 2005
Last Visit: 13:42 ago.

Topics: 161
Posts: 8021
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Wed Apr 06, 2005 5:59 pm
   Subject: Re: In-Game Messages Tutorial - WSJ
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

jamez wrote:
Just been playing Doom II and the letters are images..

Never mind; I misunderstood your post. My mistake. Smile
jamez
I am Death Incarnate
I am Death Incarnate


Joined: 16 Mar 2003
Last Visit: 13 Aug 2016

Topics: 13
Posts: 186
Location: Yorkshire, UK
uk.gif

PostPosted: Wed Apr 06, 2005 6:03 pm
   Subject: Re: In-Game Messages Tutorial - WSJ
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Its ok...

Is there any way of making the letters smaller?

_________________
~ James
Guest




Last Visit:





PostPosted: Fri May 06, 2005 10:53 am
   Subject: Re: In-Game Messages Tutorial - WSJ
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

I do also have a little problem. I installed this tutorial for a month ago and it worked flawlessly, but when I made some more changes to the source code something went wrong. It seems like the screen doesn't update when the message pops-up, so the old screen follows (flickers) until the message dissapears then it refreshes and it works normally. I get this error every time a message pops-up.

*EDIT* I only get this error when I'm in fullscreen, if you make the borders smaller it dissapears.

Can someone help me with it?
Guest




Last Visit:





PostPosted: Fri May 06, 2005 11:54 am
   Subject: Re: In-Game Messages Tutorial - WSJ
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

I have fullscreen installed and the in-game messages work flawlessely.
Zombie_Plan
DieHard Wolfer
DieHard Wolfer


Joined: 12 Oct 2004
Last Visit: 07 Jun 2016

Topics: 101
Posts: 1614
Location: A hole in the wall
australia.gif

PostPosted: Sat May 07, 2005 2:55 am
   Subject: Re: In-Game Messages Tutorial - WSJ
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

I had that problem. I dont know what creates that either.

_________________
Zombieskittles

Welcome to 2016, where DHW still thinks it is okay to ban the world's most popular email service provider, and I can't have an avatar over 10kb
BrotherTank
Forum Administrator
<B>Forum Administrator</B>


Joined: 01 Mar 2003
Last Visit: 13 Sep 2017

Topics: 153
Posts: 2255
Location: Ontario
canada.gif

PostPosted: Sat May 07, 2005 7:15 am
   Subject: Re: In-Game Messages Tutorial - WSJ
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Matte wrote:
I do also have a little problem. I installed this tutorial for a month ago and it worked flawlessly, but when I made some more changes to the source code something went wrong. It seems like the screen doesn't update when the message pops-up, so the old screen follows (flickers) until the message dissapears then it refreshes and it works normally. I get this error every time a message pops-up.

*EDIT* I only get this error when I'm in fullscreen, if you make the borders smaller it dissapears.

Can someone help me with it?


Yep... It's all where you place the call to the DrawMessage routine. See this post "Click Here for the Fix"

Greg
BrotherTank
Guest




Last Visit:





PostPosted: Sat May 07, 2005 7:45 am
   Subject: Re: In-Game Messages Tutorial - WSJ
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

That made the problem even worse! Now the screen is flickering all the time.
wolf3dbreaker
I am Death Incarnate
I am Death Incarnate


Joined: 09 Jun 2003
Last Visit: 29 Sep 2009

Topics: 31
Posts: 196
Location: Philippines
philippines.gif

PostPosted: Sat May 07, 2005 2:57 pm
   Subject: Re: In-Game Messages Tutorial - WSJ
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Bottom of Posts

Matte wrote:
I do also have a little problem. I installed this tutorial for a month ago and it worked flawlessly, but when I made some more changes to the source code something went wrong. It seems like the screen doesn't update when the message pops-up, so the old screen follows (flickers) until the message dissapears then it refreshes and it works normally. I get this error every time a message pops-up.

*EDIT* I only get this error when I'm in fullscreen, if you make the borders smaller it dissapears.

Can someone help me with it?


Heh heh! I remembered having that problem. But this time, it was when the nazi soldiers would shoot me. If they would, the screen would flicker. I fixed this problem because I had a problem in the function that calls the full screen (Maybe in WL_GAME.C???)

_________________
Gone from the community for a while. Will be back on July
Display posts from previous:   
Post new topicReply to topic Time synchronized with the forum server time
DieHard Wolfers Forum Index -> Code Tutorials View Previous TopicRefresh this PageAdd Topic to your Browser FavoritesSearch ForumsPrint this TopicE-mail TopicGoto Page TopView Next Topic
Page 2 of 4 Goto page Previous  1, 2, 3, 4  Next
Jump to:  

Related topics
 Topics   Replies   Views   Last Post 
No new posts [Code] Add Text to Screen at Skill Level select - Chris
Author: Chris
3 2473 Tue Sep 28, 2010 6:59 pm
Tricob View latest post
No new posts [Code] Adding an Object that causes Damage - Chris
Author: Chris
4 1750 Sat Apr 24, 2004 7:53 pm
Guest View latest post
No new posts [Code] Split Hitler Boss into 2 Enemies - Adam Biser
Author: Adam Biser
4 1542 Mon Jan 05, 2004 12:13 pm
Adam Biser View latest post
No new posts [Code] Change Colour of Blocks on Signon - Adam
Author: Adam Biser
0 1023 Sun Jan 04, 2004 10:55 am
Adam Biser View latest post
No new posts [Help] Different Enemy Dying Frames/Views
Author: Guest
7 609 Tue Jul 29, 2003 3:00 pm
Codetech84 View latest post
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
   You cannot delete your posts in this forum
You cannot vote in polls in this forum


Copyright ©2003-2008 DieHard Wolfers
A Modified subBunker Theme by BrotherTank
Powered by phpBB © 2001, 2005 phpBB Group