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Little Script Adventure An open-source 3D engine with assets and tools for all future LBA fan-games.

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  #3826  
Old 2012-08-05, 16:17
David's Avatar
David David is offline
Magic Ball Master
 
Join Date: Dec 2008
Location: Barcelona
Posts: 1,685
Let's see first if the log panel work for you, then I'll do it. Maybe it's not supported on linux so it's possible that I'll have to go back to old console log.

Heroe is now lua coded, only ball launching is hard coded. It won't emit particles for the moment while hitting and some sounds disappeared. But I decided to remove the hard coded heroe completely anyway.

So to get twinsen playable, you need to specify the twinsen.lua in the script list. Speaking of what I'll try to script the soldat

Also made a pushable box script, you can make any moving_box type object pushable now. The pushable_box object type disappeared, it's no more needed since lua can do the work.
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  #3827  
Old 2012-08-05, 19:00
Horadrim's Avatar
Horadrim Horadrim is offline
Free-lance designer
 
Join Date: May 2004
Location: Bulgaria
Posts: 1,356
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The new revision does not compile:

Code:
||=== editor, Release ===|
 3D Projects\LSA\GAME\src\GUIs\editor.cxx||In member function 'void GUI::cb_Export_i(Fl_Menu_*, void*)':|
 3D Projects\LSA\GAME\src\GUIs\editor.cxx|112|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\editor.cxx|117|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\editor.cxx|119|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\editor.cxx|126|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\editor.cxx|136|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\editor.cxx|141|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\editor.cxx|143|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\editor.cxx|150|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\editor.cxx||In member function 'void GUI::cb_undo_i(Fl_Button*, void*)':|
 3D Projects\LSA\GAME\src\GUIs\editor.cxx|530|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\editor.cxx||In member function 'void GUI::cb_redo_i(Fl_Button*, void*)':|
 3D Projects\LSA\GAME\src\GUIs\editor.cxx|683|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\editor.cxx||In member function 'void GUI::cb_remove_node_i(Fl_Button*, void*)':|
 3D Projects\LSA\GAME\src\GUIs\editor.cxx|3545|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\editor_loop.cpp|282|warning: "/*" within comment|
 3D Projects\LSA\GAME\src\GUIs\editor_loop.cpp|1097|warning: "/*" within comment|
 3D Projects\LSA\GAME\src\GUIs\editor_loop.cpp|1098|warning: "/*" within comment|
 3D Projects\LSA\GAME\src\GUIs\editor_loop.cpp||In function 'void refresh_fields()':|
 3D Projects\LSA\GAME\src\GUIs\editor_loop.cpp|46|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\editor_loop.cpp|113|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\editor_loop.cpp|115|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\editor_loop.cpp||In function 'void loop_editor()':|
 3D Projects\LSA\GAME\src\GUIs\editor_loop.cpp|496|warning: unused variable 'px1'|
 3D Projects\LSA\GAME\src\GUIs\editor_loop.cpp|496|warning: unused variable 'py1'|
 3D Projects\LSA\GAME\src\GUIs\editor_loop.cpp|496|warning: unused variable 'pz1'|
 3D Projects\LSA\GAME\src\GUIs\editor_loop.cpp|497|warning: unused variable 'px2'|
 3D Projects\LSA\GAME\src\GUIs\editor_loop.cpp|497|warning: unused variable 'py2'|
 3D Projects\LSA\GAME\src\GUIs\editor_loop.cpp|497|warning: unused variable 'pz2'|
 3D Projects\LSA\GAME\src\GUIs\editor_loop.cpp|499|warning: unused variable 'z'|
 3D Projects\LSA\GAME\src\GUIs\editor_loop.cpp|1004|warning: unused variable 'dx'|
 3D Projects\LSA\GAME\src\GUIs\editor_loop.cpp|1004|warning: unused variable 'dy'|
 3D Projects\LSA\GAME\src\GUIs\editor_loop.cpp|1004|warning: unused variable 'dz'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int script_sensor_test(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|174|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int script_location(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|185|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_wait(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|200|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_has_waited(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|210|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_load_map(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|219|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_get_anim(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|232|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_log(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|245|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_get_sound(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|265|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_get_frame(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|279|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_get_angle(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|295|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_angle(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|311|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_distance(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|334|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_get_frame_ratio(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|357|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_is_anim_finished(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|373|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_jump(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|389|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_move_to_node(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|405|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_set_gravity(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|414|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_can_climb(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|429|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_get_can_push(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|446|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_set_can_push(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|464|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_can_walk(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|482|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_can_hit_wall(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|500|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_can_get_over(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|518|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_move_step(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|535|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_move_step_collision_test(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|550|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_move_step_local(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|566|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_rotate_step(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|580|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_set_node(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|594|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_collision_between(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|606|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_set_anim(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|620|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_take_camera(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|632|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_lighting(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|642|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_get_node(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|652|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_play_sound(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|661|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_play_sound_random_pitch(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|674|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_play_sound_loop(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|689|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_key_space(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|723|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_key_f1(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|732|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_key_f2(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|741|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_key_f3(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|750|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_key_f4(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|759|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_key_right(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|769|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_key_left(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|778|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_key_up(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|787|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_key_down(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|796|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_key_shift(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|805|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_key_control(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|814|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_is_at_node(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|824|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int lua_name(lua_State*)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|833|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp||In function 'int main(int, char**)':|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|982|warning: unused variable 'fps_dt'|
 3D Projects\LSA\GAME\src\GUIs\editor_main.cpp|1087|warning: unused variable 'fps_dt'|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx||In member function 'void TEXT_DISPLAY_NUMBER::init()':|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|167|warning: extended initializer lists only available with -std=c++0x or -std=gnu++0x|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|168|warning: extended initializer lists only available with -std=c++0x or -std=gnu++0x|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|169|warning: extended initializer lists only available with -std=c++0x or -std=gnu++0x|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|170|warning: extended initializer lists only available with -std=c++0x or -std=gnu++0x|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|171|warning: extended initializer lists only available with -std=c++0x or -std=gnu++0x|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx||In member function 'void TEXT_DISPLAY_NUMBER::colorize()':|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|3904|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|3922|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|3929|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|3958|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|3966|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|3970|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|3977|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|3983|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|3986|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|3993|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|4000|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|4004|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|4006|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|4010|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|4019|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|4043|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\GUIs\text_display_number.cxx|4043|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\engine.cpp||In member function 'void ENGINE::loadOpenGLExtensions()':|
 3D Projects\LSA\GAME\src\engine.cpp|45|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp|51|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp|51|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp||In member function 'void ENGINE::finish_gl()':|
 3D Projects\LSA\GAME\src\engine.cpp|162|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp||In member function 'void ENGINE::init_gl()':|
 3D Projects\LSA\GAME\src\engine.cpp|170|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp|172|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp||In member function 'void ENGINE::load_output_shader()':|
 3D Projects\LSA\GAME\src\engine.cpp|255|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp|256|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp||In member function 'void ENGINE::load_deither_shader()':|
 3D Projects\LSA\GAME\src\engine.cpp|268|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp|269|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp||In member function 'void ENGINE::load_blur_shader()':|
 3D Projects\LSA\GAME\src\engine.cpp|280|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp|281|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp||In member function 'void ENGINE::load_sun_light_shader()':|
 3D Projects\LSA\GAME\src\engine.cpp|293|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp|294|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp||In member function 'void ENGINE::load_skinning_shader()':|
 3D Projects\LSA\GAME\src\engine.cpp|306|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp|307|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp|325|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp||In member function 'void ENGINE::load_shadow_pass_shader()':|
 3D Projects\LSA\GAME\src\engine.cpp|335|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp|336|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp|352|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp||In member function 'void ENGINE::load_sky_shader()':|
 3D Projects\LSA\GAME\src\engine.cpp|362|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp|363|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp||In member function 'void ENGINE::load_glass_shader()':|
 3D Projects\LSA\GAME\src\engine.cpp|374|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp|375|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp|383|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp||In member function 'void ENGINE::load_ocean_shader()':|
 3D Projects\LSA\GAME\src\engine.cpp|396|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp|397|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp||In member function 'void ENGINE::load_mesh(std::string)':|
 3D Projects\LSA\GAME\src\engine.cpp|927|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp|930|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\engine.cpp|975|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\heroe.cpp|228|warning: "/*" within comment|
 3D Projects\LSA\GAME\src\heroe.cpp|296|warning: "/*" within comment|
 3D Projects\LSA\GAME\src\heroe.cpp|347|warning: "/*" within comment|
 3D Projects\LSA\GAME\src\level.cpp||In member function 'void LEVEL::start_physics(std::string)':|
 3D Projects\LSA\GAME\src\level.cpp|13|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\level.cpp|40|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\magic_ball.cpp||In member function 'void MAGIC_BALL::update_before_simulation_step(std::string)':|
 3D Projects\LSA\GAME\src\magic_ball.cpp|94|warning: unused variable 'pt'|
 3D Projects\LSA\GAME\src\magic_ball.cpp|24|warning: unused variable 'key_throw_ball'|
 3D Projects\LSA\GAME\src\minizip\iowin32.c||In function 'win32_open64_file_func':|
 3D Projects\LSA\GAME\src\minizip\iowin32.c|92|warning: unused variable 'mode_fopen'|
 3D Projects\LSA\GAME\src\minizip\iowin32.c||In function 'win32_open64_file_funcA':|
 3D Projects\LSA\GAME\src\minizip\iowin32.c|107|warning: unused variable 'mode_fopen'|
 3D Projects\LSA\GAME\src\minizip\iowin32.c||In function 'win32_open64_file_funcW':|
 3D Projects\LSA\GAME\src\minizip\iowin32.c|122|warning: unused variable 'mode_fopen'|
 3D Projects\LSA\GAME\src\minizip\iowin32.c||In function 'win32_open_file_func':|
 3D Projects\LSA\GAME\src\minizip\iowin32.c|137|warning: unused variable 'mode_fopen'|
 3D Projects\LSA\GAME\src\obj_loader.cpp||In constructor 'OBJ_MODEL::OBJ_MODEL(std::string)':|
 3D Projects\LSA\GAME\src\obj_loader.cpp|23|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\obj_loader.cpp|30|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\obj_loader.cpp|39|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\obj_loader.cpp|50|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\obj_loader.cpp|88|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\obj_loader.cpp|106|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\obj_loader.cpp|113|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\obj_loader.cpp|157|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\obj_loader.cpp|163|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\obj_loader.cpp|169|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\obj_loader.cpp|175|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\obj_loader.cpp|185|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\obj_loader.cpp|185|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\obj_loader.cpp|284|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\obj_loader.cpp|339|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\obj_loader.cpp|365|warning: unused variable 'current_sub_model'|
 3D Projects\LSA\GAME\src\obj_loader.cpp|376|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\obj_loader.cpp||In member function 'void OBJ_MODEL::render_init(std::string, int)':|
 3D Projects\LSA\GAME\src\obj_loader.cpp|462|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\object.cpp|319|warning: "/*" within comment|
 3D Projects\LSA\GAME\src\object.cpp||In member function 'void OBJECT::render(std::string, bool)':|
 3D Projects\LSA\GAME\src\object.cpp|220|warning: unused variable 'angle2'|
 3D Projects\LSA\GAME\src\object.cpp||In member function 'void OBJECT::update_mesh()':|
 3D Projects\LSA\GAME\src\object.cpp|488|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\object.cpp|488|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\object.cpp||In member function 'bool OBJECT::is_anim_finished()':|
 3D Projects\LSA\GAME\src\object.cpp|581|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\object.cpp||In member function 'void OBJECT::save(FILE*, std::string)':|
 3D Projects\LSA\GAME\src\object.cpp|650|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\object.cpp||In member function 'void OBJECT::load(std::string, VIRTUAL_ZIP_FILE*)':|
 3D Projects\LSA\GAME\src\object.cpp|775|warning: deprecated conversion from string constant to 'char*'|
 3D Projects\LSA\GAME\src\object.cpp|896|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\particle.cpp|419|warning: "/*" within comment|
 3D Projects\LSA\GAME\src\particle.cpp|442|warning: "/*" within comment|
 3D Projects\LSA\GAME\src\particle.cpp|454|warning: "/*" within comment|
 3D Projects\LSA\GAME\src\particle.h||In constructor 'PARTICLE::PARTICLE()':|
 3D Projects\LSA\GAME\src\particle.h|23|warning: 'PARTICLE::speed' will be initialized after|
 3D Projects\LSA\GAME\src\particle.h|16|warning:   'double PARTICLE::age'|
 3D Projects\LSA\GAME\src\particle.cpp|9|warning:   when initialized here|
 3D Projects\LSA\GAME\src\particle.h|27|warning: 'PARTICLE::vortex' will be initialized after|
 3D Projects\LSA\GAME\src\particle.h|18|warning:   'float PARTICLE::radius'|
 3D Projects\LSA\GAME\src\particle.cpp|9|warning:   when initialized here|
 3D Projects\LSA\GAME\src\particle.cpp||In member function 'void PARTICLE::render_quad(btVector3, btVector3)':|
 3D Projects\LSA\GAME\src\particle.cpp|108|warning: unused variable 'fade'|
 3D Projects\LSA\GAME\src\particle.cpp|109|warning: unused variable 'tangent'|
 3D Projects\LSA\GAME\src\particle.cpp||In member function 'void PARTICLE_GROUP::render_quads(btVector3, btVector3)':|
 3D Projects\LSA\GAME\src\particle.cpp|199|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\particle.cpp|208|warning: unused variable 'fade'|
 3D Projects\LSA\GAME\src\particle.cpp|209|warning: unused variable 'tangent'|
 3D Projects\LSA\GAME\src\particle.cpp||In member function 'void PARTICLE_GROUP::update(std::string)':|
 3D Projects\LSA\GAME\src\particle.cpp|360|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\particle.cpp||In member function 'void PARTICLE_GROUP::update(btVector3, btMatrix3x3)':|
 3D Projects\LSA\GAME\src\particle.cpp|396|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\particle.cpp||In member function 'void PARTICLE_GROUP::source(float, const pDomain&, const pDomain&, float, float, btVector3, bool, float)':|
 3D Projects\LSA\GAME\src\particle.cpp|666|warning: comparison between signed and unsigned integer expressions|
 3D Projects\LSA\GAME\src\primitives.cpp||In function 'void DrawCapsule(float, float, int)':|
 3D Projects\LSA\GAME\src\primitives.cpp|69|warning: unused variable 'phi'|
 3D Projects\LSA\GAME\src\primitives.cpp||In function 'void DrawCylinder(float, float, int)':|
 3D Projects\LSA\GAME\src\primitives.cpp|116|warning: unused variable 'phi'|
 3D Projects\LSA\GAME\src\pushable_box.cpp||In member function 'void PUSHABLE_BOX::update_after_simulation_step(std::string)':|
 3D Projects\LSA\GAME\src\pushable_box.cpp|63|error: 'class OBJECT' has no member named 'pushable_box'|
 3D Projects\LSA\GAME\src\pushable_box.cpp|64|error: 'class OBJECT' has no member named 'pushable_box'|
||=== Build finished: 2 errors, 186 warnings ===|
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  #3828  
Old 2012-08-05, 19:04
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I just comited the new project file I forgot to do it before.
Also deleted the pushable box source file
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  #3829  
Old 2012-08-06, 02:02
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Everything works here, the console works too.
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  #3830  
Old 2012-08-06, 11:53
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Good news then
Have you seen the soldier in test map ? It has some basic AI
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  #3831  
Old 2012-08-07, 11:53
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Yeah, he works .

Walks a bit fast though. Will have to make a run animation, forgot about that.

He'll have to shoot when you're in his field of view, but don't chase you if you don't come like halfway between the end of his field of view and him.

If you touch his capsule then he'll try and hit you with the rifle - will have to change that animation to him attacking with the bayonette instead.
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  #3832  
Old 2012-08-07, 14:54
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that's done
the shoot animation needs a reload movement at the end (I use another animation instead now)
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  #3833  
Old 2012-08-07, 15:02
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Since the rifle has a clip in it with bullets I figured that's not needed, he should just aim for a second or so before firing again.
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  #3834  
Old 2012-08-07, 15:03
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the we need a 1 second aiming animation
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  #3835  
Old 2012-08-09, 04:24
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Added some bullets with script for the soldier. Heroe won't get hurt if there's an obstacle between heroe and soldier since collision detection is done as bullet travels.
Hited and throw ball animations now activates some particles emitter, like before.
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  #3836  
Old 2012-08-12, 13:07
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I've added a bullet sprite to the assets/other folder.

Should work like buckshot, meaning like a dozen or so of little spheres that spread while flying.

Will have to tweak these animations too, and change some of them.




The idea is that if the soldier first spots you, he turns into an angry idle mode, if you're just outside his shooting range he aims, when you're in it he shoots, and makes really fast turning steps between shots to keep up with you running. If you get really close he changes into melee.


EDIT:

Something seems to be wrong with the soldier in the repo. The shooting animation is down to a single frame, and in the agressive idle animation the rifle is all wrong. Was someone messing with this? :/
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  #3837  
Old 2012-08-12, 18:27
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Quote:
Originally Posted by David View Post
Added some bullets with script for the soldier. Heroe won't get hurt if there's an obstacle between heroe and soldier since collision detection is done as bullet travels.
Storing projectiles in the map itself? Seriously? And a separate script for each bullet? This is unbelievably hacky. What if the soldier shoots two rounds in a row, for example?

The gun itself should have a script for generating bullets, at the very least, with each bullet utilizing the same script.
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  #3838  
Old 2012-08-14, 08:57
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The bullets you can see in near pharmacy map all use same script. Yes creating objects through scripts is a way better solution than storing them in the map. It will come next. What you see now is for testing purpose.
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  #3839  
Old 2012-08-24, 12:54
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So how are we? Any news?
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  #3840  
Old 2012-08-25, 15:01
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For me no, having holidays ! Maybe next week...
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  #3841  
Old 2012-09-04, 03:46
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some news, I've comited a binary this time.

- The soldiers generate their own bullets, around 15 for each shot, I made a simple bullet model, just a low-poly sphere so it's visible at any angle. Soldiers will also kick and get hitten. After getting hitten 10 times they will disappear. I would need a die animation here. I created the hit one, and modified shoot timing so soldier aims more time. I only comited SMDs, I prefer not to modify the blend file. Animations are really amateur work anyway... For some reason animations of soldier in the blend file are damaged, like the "shoot" one. I can only see first frame.

- In the test map, lowering the lever (upstair) will add a soldier to the map. You can add as many as you want doing more lever moves.

- magic ball, magic ball particles, bullets and hit particles are all generated/killed through scripting. They don't need to be in the saved map anymore. This highly simplify the maps.
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  #3842  
Old 2012-09-04, 17:00
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Nice!

Yeah, I saw the soldiers are damaged and I don't know why, or if anyone messed with the .blend files - I was a really ticked off when I found out.

I changed apartments and won't have a broadband access at home for up to two weeks (but when I do, 45-50 Mbits and fiber optics baby!).
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  #3843  
Old 2012-09-08, 23:51
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Quote:
Originally Posted by Jasiek View Post
I changed apartments and won't have a broadband access at home for up to two weeks (but when I do, 45-50 Mbits and fiber optics baby!).
I envy you :/ . The cypriots have shitty net (lightly said). I have no patience to get back to my country, where I had ~50Mbits connection, just as you`re going to have now.

Quote:
Originally Posted by Jasiek View Post
Yeah, I saw the soldiers are damaged and I don't know why, or if anyone messed with the .blend files - I was a really ticked off when I found out.
It`s not me, nor David (as I remember he said). And since it`s only the three of us, it has to be you :P . Besides, you know that there`s a log file with all committing interactions. Why don`t you take a look at it and you might see what went wrong?
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  #3844  
Old 2012-09-09, 12:02
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I think I found the culprit and it's no one - it's Blender. For some reason, if you don't hit the F button next to some animations it doesn't "keep" them once you turn the program off. Had to loose two or three animations to that at work.

Btw I signed the internet deal, but when I was doing that, I already filled out a form on a different company's website (nothing binding), but when I wrote them to cancel that, saying I found 45 Mbits for 44 pln a month, they called me and offered me 50 for 46.

And yesterday I got a coupon from them for 50 pln for "services".

Too bad I already signed the other deal, however! They said it may take up-to two weeks to connect me, but it took only three days.

On the other hand the technicians didn't use the mac address I left them (one for the router), but instead spent like an hour trying to find the mac address of my Ubuntu machine - dipshits...
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  #3845  
Old 2012-09-09, 14:18
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An HOUR?! What kind of pro-s are they?
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  #3846  
Old 2012-11-04, 13:35
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Well, it's been a long time...
I could find some free time to setup dialog feature, extending API with new functions :

- set_messages(text,color,text,color...)
- set_choices(text,color,text,color...)
- get_choice()

set_messages(...) will pause the game, and write messages on bottom of screen one by one pressing space bar. When last message shows up, choices defined by function set_choices(...) are shown on top of screen. User choice can be retrieved through the get_choice() function, for example to trigger next dialogs or events.

You will find an example of it in map assets/test.map, pressing space bar to talk with the rabibunny. A menu will appear with some question/answer fields, with color support.

Do you have an idea which NPCs and which dialog we should set in the real maps ?
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  #3847  
Old 2012-11-08, 10:26
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The rabibunny in the sewers should have the line about "gather up all the clovers and all the boxes", or whatever it was, and then run away.

This means that posters could also be made readable right?
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  #3848  
Old 2012-11-08, 11:09
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yes, any object can be readable
You now see life, magic, and keys in upper left of screen
Values in them are now scripted yet, only the icons are done.


Edit : A poster can be read in test map
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Last edited by David; 2012-11-08 at 14:58.
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  #3849  
Old 2012-11-09, 01:09
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In the test map, I added a bin with bonus pop up.
In the sewer a guy will talk to you, then go outside, then disappear (for real)
For some reason, when I get to water, it's unpossible to get back to platform. Is that on purpose ?
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  #3850  
Old 2012-11-09, 13:45
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On general the water should drown and kill you, and you should pop up back where you where before falling into it.

Also, I think there should be a way of adding a sensor, that will push you when you enter it's box in a direction specified. So that when you fall into the water, you'll have a drowning animation, and the water will try and carry you outside.
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