Windemere release...
Mmmhm.. two days until estimated Windemere release... sure thing that's gonna happen.

I think you forgot to read the post I made:
Alright, it seems that I have not received any entries. Due to this, the release of Windemere will be delayed one month (guesstimating that that is the time until I get motivated again). The more someone else does, the less I have to do and the faster progress goes, but it's apparent that I have to do most everything (excluding graphics). The status page will not be updated to reflect this change anytime soon. I will extend the deadline to 14 MAY 23:59 GMT and see if I get any submissions. I hope I do, but most likely I will be greatly disappointed.
Alright, it seems that I have not received any entries. Due to this, the release of Windemere will be delayed one month (guesstimating that that is the time until I get motivated again). The more someone else does, the less I have to do and the faster progress goes, but it's apparent that I have to do most everything (excluding graphics). The status page will not be updated to reflect this change anytime soon. I will extend the deadline to 14 MAY 23:59 GMT and see if I get any submissions. I hope I do, but most likely I will be greatly disappointed.
The thing you have to realize is that people are largely ungrateful tasbards, or it will sometimes seem that way. Kyle found this out when he held a discussion on things to improve with The Dink Network, and there were hardly any responses. He was a bit disappointed, but I remember (perhaps incorrectly) telling him that it is the staff's 'job' to think about what to improve and do with The Dink Network, not the user. The user comes here to have fun (or start flame wars), not to do our job for us.
Especially with a small community, getting the general public to put forth any effort towards your project is a folly, whether you want suggestions or someone to design a critical part of what you want to release.
By the way, why don't you create a clone of the old interface, at least to begin with? Icky it may be, but it is what people are used to, and trying to change it completely may make people less likely to accept it when it is released. And then when people can actually see how to create an interface, hold a contest for an alternative interface (and maybe even default) to be included in future releases.
Especially with a small community, getting the general public to put forth any effort towards your project is a folly, whether you want suggestions or someone to design a critical part of what you want to release.
By the way, why don't you create a clone of the old interface, at least to begin with? Icky it may be, but it is what people are used to, and trying to change it completely may make people less likely to accept it when it is released. And then when people can actually see how to create an interface, hold a contest for an alternative interface (and maybe even default) to be included in future releases.
Yeah, unfortunately I figured that stuff out the hard way. I just used that post for reference to say why I hadn't updated the status page.
Thanks for your suggestions. I managed to throw something together. See it at the release.
Thanks for your suggestions. I managed to throw something together. See it at the release.

Roger that redman. I am STILL waiting of the two dipsticks who I gave alpha releases of WDE to to let me know if the bug is recreted. On second thought, screw it. If the program does not work for you, fix it your dang self.
I would like to help you, but if I made an interface you would be hiding with your head down in the toilet...
But if you want a suggestion (man, how late...)
I think you'd include screen.c like you've got main.c.
this file has todo with the B-part of the screen (A is play-zone with the borders, used for screenlock, maybe an upperborder would make a difference?)
So you make a standard set of variables, don't have to be global, as it would be a standard loaded script. (You're the master-scripter, I'm the weird guy giving suggestions) So you just include a background for the screen. and include a image set (in the same sequence) with images for text (like 'gold' or 'strenght'), and the standard counter images are already include. But with making the whole f*cking thing scripted, I could make a dmod with a really small life counter, but that is showing twice as much as normal, or I change the script and make it a counter (like 13/15: meaning you lost 2 hp of the 15 you had)Just include a counter and a bar script for the newbies and eventually make it possible to cut out the whole B screen leaving just a screen with a border left and one right for the locked-text. and that way include a S-script for status or something. Just give the dmod creator the choice.
I think you'd include screen.c like you've got main.c.
this file has todo with the B-part of the screen (A is play-zone with the borders, used for screenlock, maybe an upperborder would make a difference?)
So you make a standard set of variables, don't have to be global, as it would be a standard loaded script. (You're the master-scripter, I'm the weird guy giving suggestions) So you just include a background for the screen. and include a image set (in the same sequence) with images for text (like 'gold' or 'strenght'), and the standard counter images are already include. But with making the whole f*cking thing scripted, I could make a dmod with a really small life counter, but that is showing twice as much as normal, or I change the script and make it a counter (like 13/15: meaning you lost 2 hp of the 15 you had)Just include a counter and a bar script for the newbies and eventually make it possible to cut out the whole B screen leaving just a screen with a border left and one right for the locked-text. and that way include a S-script for status or something. Just give the dmod creator the choice.
I'm reading this and the quote at the bottom of the page is
"We should get this out before a year passes..." - Seth
hehe... uh.. ahem
"We should get this out before a year passes..." - Seth
hehe... uh.. ahem