Search found 459 matches

by Magus
Mon Apr 01, 2019 4:47 pm
Forum: Español
Topic: Fallout 2 Restoration Project
Replies: 14
Views: 44832

Re: Fallout 2 Restoration Project

Hola. Eso es genial :). Pregunta si tienes problemas.
 
by Magus
Mon Apr 01, 2019 3:39 pm
Forum: Hive
Topic: [Request] WeiDU-Weblate-Github
Replies: 5
Views: 13301

Re: [Request] WeiDU-Weblate-Github

Added . I shortened it to "weidu example", because it's "github" and "weblate" are pretty obvious here, and overly long name probably won't look good. Notes: Had to fix slash in path to be unix style. lowecased language dir names polish dialog_ee.tra has string @1002 w...
by Magus
Mon Apr 01, 2019 3:13 pm
Forum: Hive
Topic: webhook deprecated, use github apps
Replies: 1
Views: 9879

Re: webhook deprecated, use github apps

OK, there was some confusion, apparently. Github services got deprecated, not hooks. Now we are using hooks. The guide is updated to reflect that.
by Magus
Thu Mar 28, 2019 10:19 am
Forum: PlayItHardcore
Topic: Contributor guide
Replies: 14
Views: 36073

Re: Contributor guide

Remade logo in SVG. Belissimo!
by Magus
Mon Mar 25, 2019 10:53 am
Forum: Wild Mage Additions
Topic: Wild Mage guide
Replies: 0
Views: 15206

Wild Mage guide

For those interested in playing a WM, I'd like to point out Wild Mage Compendium on PlayItHardcore wiki. It's an in-depth look at wild magic mechanics in IE. The main purpose is to help Ironmen, but it will be of use in a normal playthrough as well.
by Magus
Thu Mar 21, 2019 4:42 am
Forum: MLS
Topic: Roadmap/TODO
Replies: 0
Views: 18867

Roadmap/TODO

This a list of possible language server features that may or may not get implemented in BGforge MLS, grouped by priority. The priority is determined by implementation difficulty and demand. Demand is determined by user activity. Things can and will be moved around. Tier 0: already implemented, but n...
by Magus
Fri Feb 01, 2019 7:08 pm
Forum: FO2tweaks
Topic: Version 9.4 - feedback: changes for existing modules
Replies: 22
Views: 26730

Version 9.4 - feedback: changes for existing modules

Right, they didn't change.
by Magus
Fri Feb 01, 2019 6:08 pm
Forum: FO2tweaks
Topic: Version 9.4 - feedback: changes for existing modules
Replies: 22
Views: 26730

Version 9.4 - feedback: changes for existing modules

Sting wrote: Fri Feb 01, 2019 4:58 pm Where?
In the source directory.
by Magus
Fri Feb 01, 2019 3:49 pm
Forum: FO2tweaks
Topic: Version 9.4 - feedback: changes for existing modules
Replies: 22
Views: 26730

Version 9.4 - feedback: changes for existing modules

Indeed, it appears that compiled version in 9.4 doesn't match the source. Not sure how that happened. I released 9.5 to fix that and avoid confusion. FOtweaks headers are uploaded. I didn't edit RP or sfall headers, they are vanilla from the corresponding github repos. Messages work fine for me. Not...
by Magus
Sat Jan 26, 2019 4:48 pm
Forum: FO2tweaks
Topic: Version 9.4 - feedback: changes for existing modules
Replies: 22
Views: 26730

Version 9.4 - feedback: changes for existing modules

Yes, I know map keys can be used as a cheat, it's mentioned in the readme. It's up to users how to use them. Putting them into main section is intentional, correct. I figured it doesn't warrant a separate one. Infoboxes are limited, there's something like 6-8 slots total (and 3-4 of those busy alrea...