Reply to Handy to know ... but SET_SPRITE_INFO is the killer
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Very nice but... it's the limit of SET_SPRITE_INFO take I find the most limiting in terms of putting in lots of static sprites. I find that I have to create a graphics sequence with a generice hardbox that works for all statics in the sequence to keep the SET_SPRITE_INFO stuff under control.
(ie - a got some new trees for Pilgrim's Quest, so I just define the sequence using the
load sequence graphics...... xx xx xx xx xx xx without seting NOANIM and then I don't need 6-50+ SET_SPRITE_INFO lines.
(ie - a got some new trees for Pilgrim's Quest, so I just define the sequence using the
load sequence graphics...... xx xx xx xx xx xx without seting NOANIM and then I don't need 6-50+ SET_SPRITE_INFO lines.