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King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
And by the way, I fixed most of the errors discovered by Lewin.
King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
The link to senario editors still exists under the tools section but it says page not found.
Still no screenshot of Krom's editor displaying a village... Would you like me to take one for you? (if your computer won't run it or something...)
In the main decoding section all the RX files are 0% but if you click on them is says 100% So which is it?
I've decided I will write my own documentation on the LIB files, I'll send it to you when I'm done. (the current one leave too much unknown, and is not written very clearly)
In the decoding section map files are 0%, but in the other page they are 90%. Also, it is not just "Certain insignificant bytes unknown", the whole footer is unknown! (to me anyway, and only my documentation is on the site)
Do you still not want to publish The Barbarians document? You say he contributed but you don't have any mention to him other than that.
In the decoding section save game name files are 0%, but in the other page they are 100%. Also, you should have the msaves%.dat, meaning the multiplayer saves.
The units/buildings section under TSK devel histroy looks good, but I would have put all the old icons in one pallete. (with the current ones next to it) After all, there not all that interesting on there own and it makes to page very long.
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