1. Post #121
    werewolf0020's Avatar
    October 2009
    5,698 Posts
    these name popups are really nice share code plz? <3
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  2. Post #122
    Gold Member
    maurits150's Avatar
    February 2007
    1,810 Posts
    I generally am a closed source guy but whatever, enjoy!

    /*
     *	Project - VOIDLink
    *	Source code released publicly on facepunch by maurits150.
    */
    
    surface.CreateFont("Arial", 16, 700, true, false, "VOIDLink_NamesFont")
    
    local iWhite = surface.GetTextureID("VGUI/white")
    local function DrawBubble(iPosX, iPosY, strText, iAlpha)
    	surface.SetFont("VOIDLink_NamesFont")
    	local w, h = surface.GetTextSize(strText)
    	
    	iPosY = iPosY - 20
    	iPosX = iPosX + 10
    	
    	draw.RoundedBox(4, iPosX - 6, iPosY - 4 - h, w + 12, h + 8, Color(40, 40, 40, iAlpha))
    	draw.RoundedBox(4, iPosX - 4, iPosY - 2 - h, w + 8, h + 4, Color(112, 149, 53, iAlpha))
    	
    	iPosY = iPosY + 20
    	iPosX = iPosX - 10
    	
    	surface.SetTexture(iWhite)
    	surface.SetDrawColor(Color(0, 0, 0, iAlpha))
    	surface.DrawPoly(
    		{
    			[1] = {
    				x = iPosX + 6,
    				y = iPosY - 18,
    				u = 0,
    				v = 0,
    			},
    			[2] = {
    				x = iPosX + 26,
    				y = iPosY - 18,
    				u = 1,
    				v = 0,
    			},
    			[3] = {
    				x = iPosX - 2,
    				y = iPosY + 4,
    				u = 0,
    				v = 1,
    			},
    		}
    	)
    	surface.SetDrawColor(Color(112, 149, 53, iAlpha))
    	surface.DrawPoly(
    		{
    			[1] = {
    				x = iPosX + 8,
    				y = iPosY - 19,
    				u = 0,
    				v = 0,
    			},
    			[2] = {
    				x = iPosX + 24,
    				y = iPosY - 19,
    				u = 1,
    				v = 0,
    			},
    			[3] = {
    				x = iPosX,
    				y = iPosY,
    				u = 0,
    				v = 1,
    			},
    		}
    	)
    	
    	iPosY = iPosY - 20
    	iPosX = iPosX + 10
    	
    	surface.SetTextColor(Color(0, 0, 0, iAlpha))
    	surface.SetTextPos(iPosX - 1, iPosY - h - 1 + 1)
    	surface.DrawText(strText)
    	
    	surface.SetTextColor(Color(255, 255, 255, iAlpha))
    	surface.SetTextPos(iPosX, iPosY - h + 1)
    	surface.DrawText(strText)
    end
    function VOIDLink_Names()
    	for k, v in pairs(player.GetAll()) do
    		if v == LocalPlayer() then continue end
    		
    		local b = v:LookupBone("ValveBiped.Bip01_Head1")
    		local vPos = (b && v:GetBonePosition(b)) || v:GetPos()
    		vPos = vPos + Vector(0, 0, 5)
    		
    		local x, y = vPos:ToScreen().x, vPos:ToScreen().y
    		local iAlpha = 255 - math.Clamp(v:GetPos():Distance(LocalPlayer():GetPos()) * 0.1, 100, 200)
    		
    		DrawBubble(x, y, v:Nick(), iAlpha)
    	end
    end
    hook.Add("HUDPaint", "VOIDLink.Names()", VOIDLink_Names)
    
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  3. Post #123
    taste the salty dong
    Remscar's Avatar
    September 2009
    1,822 Posts
    Hey man how else are you going to demonstrate cannabis?
    I just saw all the shitty cannabis mods in RP servers and see how fucking inaccurate they all are, I just thought I'd recreate it as someone who actually took some first hand.
    I thought he was farting or something. The way he lifts his leg then black gas coming out the next second. I never connected cannabis to that video, just a fat dutch who ate a donut farting.
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  4. Post #124
    Gold Member
    Hentie's Avatar
    May 2010
    2,129 Posts
    I changed the melon :D
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  5. Post #125
    Gold Member
    marvincmarvin's Avatar
    January 2011
    795 Posts
    Flesh balls?
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  6. Post #126
    Gold Member
    Hentie's Avatar
    May 2010
    2,129 Posts
    Meatballs!


    Edited:
    Did anyone else get a problem where you couldn't call a scripted npc's user-defined functions if you grab the npc from ents.GetAll()?

    I had to fix that by running this:
    NPCMETA = _R[ "NPC" ]
    NPCMETA__index = NPCMETA__index or NPCMETA.__index;
    NPCMETA.__index = function( self, key )
    	local ret = NPCMETA__index( self, key );
    	
    	if not ret then
    		local class = scripted_ents.Get( self:GetClass() );
    		if ( ValidEntity( self ) and class and class[key] ) then
    			return class[key];
    		end
    	end
    	
    	return ret;
    end
    
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  7. Post #127
    Gold Member
    Thermadyle's Avatar
    January 2011
    363 Posts
    I was bored so I made this script that loads the lrc file for a song, nothing special.


    Code:
    [00:00.01]Take On Me
    [00:04.02]A-Ha
    [00:08.04]..........
    [00:34.36]We're talking away
    [00:37.46]I don't know what
    [00:39.14]I'm to say I'll say it anyway
    [00:43.13]Today's another day to find you
    [00:46.42]Shying away
    [00:49.27]I'll be coming for your love, OK?
    [00:51.89]Take on me (take on me)
    [00:57.57]Take me on (take on me)
    [01:03.23]I'll be gone
    [01:08.10]In a day or two
    [01:14.05]So needless to say
    [01:17.20]I'm odds and ends
    [01:18.102]But I'll be stumbling away
    [01:23.03]Slowly learning that life is OK.
    [01:25.97]Say after me
    [01:29.08]It's no better to be safe than sorry
    [01:31.63]Take on me (take on me)
    [01:37.40]Take me on (take on me)
    [01:42.94]I'll be gone
    [01:47.62]In a day or two
    [02:33.71]Oh the things that you say
    [02:36.93]Is it live or
    [02:38.44]Just to play my worries away
    [02:42.40]You're all the things I've got to remember
    [02:45.65]You're shying away
    [02:48.62]I'll be coming for you anyway
    [02:51.16]Take on me (take on me)
    [02:56.79]Take me on (take on me)
    [03:02.54]I'll be gone
    [03:07.47]In a day
    [03:12.41]Take on me (take me one)
    [03:19.51]I'll be gone (take on me)
    [03:24.46]In a day
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  8. Post #128
    pennerlord's Avatar
    February 2011
    503 Posts
    Watch out! Singstar gamemodes are coming.
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  9. Post #129
    Dragon Dildoes
    Dennab
    April 2009
    4,432 Posts
    I was bored so I made this script that loads the lrc file for a song, nothing special.


    Code:
    [00:00.01]Take On Me
    [00:04.02]A-Ha
    [00:08.04]..........
    [00:34.36]We're talking away
    [00:37.46]I don't know what
    [00:39.14]I'm to say I'll say it anyway
    [00:43.13]Today's another day to find you
    [00:46.42]Shying away
    [00:49.27]I'll be coming for your love, OK?
    [00:51.89]Take on me (take on me)
    [00:57.57]Take me on (take on me)
    [01:03.23]I'll be gone
    [01:08.10]In a day or two
    [01:14.05]So needless to say
    [01:17.20]I'm odds and ends
    [01:18.102]But I'll be stumbling away
    [01:23.03]Slowly learning that life is OK.
    [01:25.97]Say after me
    [01:29.08]It's no better to be safe than sorry
    [01:31.63]Take on me (take on me)
    [01:37.40]Take me on (take on me)
    [01:42.94]I'll be gone
    [01:47.62]In a day or two
    [02:33.71]Oh the things that you say
    [02:36.93]Is it live or
    [02:38.44]Just to play my worries away
    [02:42.40]You're all the things I've got to remember
    [02:45.65]You're shying away
    [02:48.62]I'll be coming for you anyway
    [02:51.16]Take on me (take on me)
    [02:56.79]Take me on (take on me)
    [03:02.54]I'll be gone
    [03:07.47]In a day
    [03:12.41]Take on me (take me one)
    [03:19.51]I'll be gone (take on me)
    [03:24.46]In a day
    Needs progress marker on the text(clip + draw text twice).
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  10. Post #130
    Gold Member
    Thermadyle's Avatar
    January 2011
    363 Posts
    Needs progress marker on the text(clip + draw text twice).
    I can not make it perfect since the lrc files does not contain enough information.
    I am only using the time difference to the next line.
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  11. Post #131
    We Are No Idiots
    Aide's Avatar
    March 2010
    4,661 Posts
    Your avatar that song something awful fishy is going on here.
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  12. Post #132
    taste the salty dong
    Remscar's Avatar
    September 2009
    1,822 Posts
    I can not make it perfect since the lrc files does not contain enough information.
    I am only using the time difference to the next line.
    I suggest having the next line come up under the current one a second before the current one is replaced, that way the reader is able to get ready for the next line if it occurs directly afterwards.
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  13. Post #133
    Gold Member
    Hentie's Avatar
    May 2010
    2,129 Posts
    So you guys know how the tank's animations are recycled from dog right?
    It's going to look great once I bone merge a zombie model on there :P

    Tickers look different now as well.
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  14. Post #134
    Gold Member
    FoohyAB's Avatar
    July 2009
    937 Posts
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  15. Post #135
    Gold Member
    Hentie's Avatar
    May 2010
    2,129 Posts
    Is that coaster controlled with shadow physics, or is it just lerped positions?
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  16. Post #136
    Gold Member
    FoohyAB's Avatar
    July 2009
    937 Posts
    Shadow physics, so it collides with things/kills things too.
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  17. Post #137
    Gold Member
    Divran's Avatar
    April 2008
    2,624 Posts
    Why are you using the pull chain sound all the time?

    EDIT: Actually I'm unsure because of the music.. but it sounds like you are. :S
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  18. Post #138
    Gold Member
    FoohyAB's Avatar
    July 2009
    937 Posts
    I'm not, only on the track part with the cable material. It's just a bit louder than the normal ride sound.
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  19. Post #139
    Dragon Dildoes
    Dennab
    April 2009
    4,432 Posts
    Shadow physics, so it collides with things/kills things too.
    Only thing that's kinda missing is rolling.

    I had an idea for an indicator that would be helpful for exactly this.

    It would include using dynamic mashes to indicate the orientation.
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  20. Post #140
    GameAdict's Avatar
    May 2008
    811 Posts
    What happened to that Double Jump and Flip you coded ages ago? *curious*

    Also, awesome rollercoasters.
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  21. Post #141
    Get your own DarkRP Server!
    FPtje's Avatar
    January 2006
    5,615 Posts
    The RCT music made it more awesome.
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  22. Post #142
    Gold Member
    FoohyAB's Avatar
    July 2009
    937 Posts
    What happened to that Double Jump and Flip you coded ages ago? *curious*

    Also, awesome rollercoasters.
    Oh, didn't know anyone actually wanted it , I have this bad habit of not releasing things because I have a low coding-quality esteem.

    But that's old enough I can make the excuse of old habits, so here you go: http://dl.dropbox.com/u/1179448/Files/ratchet_flip.lua

    Edited:

    Only thing that's kinda missing is rolling.

    I had an idea for an indicator that would be helpful for exactly this.

    It would include using dynamic mashes to indicate the orientation.
    I really want to make a dynamicly generated mesh track, but I don't really know enough about meshes/assembling them to look like a track to do it.
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  23. Post #143
    DarkShadow6's Avatar
    September 2009
    534 Posts
    Wow thanks for remaking this, I fuck**g love you !
    if you want I can be a beta tester for this !

    And please add more feature from imagination it would be verry cool !
    ...
    o_q you don't say.

    Anyway, I've made great strides with it, actually. All that I really need to fix to be ready to release the first fourth version is to somehow change the length of the constraint that the climb rope uses (and move the attach point so it doesn't look like you're hanging yourself >_>')
    Here's a list of features: (oh lord how do make lists)

    Ragdolization (the term used for turning into a RM ragdoll) on damage, speed, fall, command.
    PP and CoD killcam-esque Afterdeath mode during death.
    Kill-counter that resets on spawn (part of Afterdeath).
    Damage fixer (ex. attempts to replace inflicter with attacker's weapon if applicable) that also fixes damage while ragdolized
    Hold W to crawl, S to act a fool and seizure about.
    Oxygen with depletion/repletion.
    1 in 10 chance of catching on fire when exploded.
    Misc other fixes for bugs that the original RagMod v3b had.
    Climb Rope SWep (currently does not work to its full capacity (should be able to be reeled in and out but I can't find out how to do that T_T)).
    Light decapitation system that looks silly because you can decap bones with non-decapped bones still attached.
    Effects (rm_Decapitation, rm_HeadDecapitation, rm_BloodSpurt, rm_BloodDrip).
    A cvar for pretty much everything. I swear, there's almost too many.

    ...

    That's all I can think of atm
    Can you fellows think of any more features, effects, etc. that I could/should add? I want RM 2 v4 to be really impressive :u
    Also I've pretty much added all the features of RagMod v3 besides prop surfing because that just seems extraordinarily silly to me. The Climb Rope SWep kinda defeats the purpose anyway. I might port/fix prop surfing if it's wanted enough, idk.

    Edited:
    I noticed you are quite good at the luas. You wouldn't happen to know if it's possible to get child bones from parent bones, would you? i.e. getting the left foot bone from the left calf bone. I need to know how to do this so I can decap bones less sloppily. And I can't make this just for player models, I may implement NPC decapping and stuff later.
    Thanks in advance!

    Edited:
    I made threads for this stuff.

    Edited:
    I edit my posts too much and they get jumbled up asduhsdgfhdsf
    I just r- fuu I forgot what I was going to type...
    Oh yeah!
    What is the function to kick/punch/shake/whatevers a player's camera, or am I going to have to make my own functionality?

    Edited:
    Also I should record a professional video organizing these features instead of that steaming pile I recorded for a friend

    Edited:
    werewolf0020 is a fag
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  24. Post #144
    Gold Member
    FoohyAB's Avatar
    July 2009
    937 Posts
    I noticed you are quite good at the luas. You wouldn't happen to know if it's possible to get child bones from parent bones, would you? i.e. getting the left foot bone from the left calf bone. I need to know how to do this so I can decap bones less sloppily. And I can't make this just for player models, I may implement NPC decapping and stuff later.
    Thanks in advance!
    Sorry, I don't really know a lot about bones and child bones.
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  25. Post #145
    Gold Member
    Hentie's Avatar
    May 2010
    2,129 Posts
    Use my code:

    function tbone( ent )
    
    	local tbones = {};
    	for i = 1, ent:GetBoneCount() do
    		local p = ent:GetBoneParent( i );
    		tbones[p] = tbones[p] or {};
    		table.insert( tbones[p], i );
    	end
    
    	return tbones;
    end
    

    Then call something like
    local tbones = tbone( ent );

    And getting the child bones is just
    local tbones[bone_number_here];

    you get a table.

    also don't mind the name "tbone"
    I was just hungry.

    Edited:

    yay I finally got an official server with actual FTP access
    helpzombies.nuclearfallout.net:27015
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  26. Post #146
    DarkShadow6's Avatar
    September 2009
    534 Posts
    Sorry, I don't really know a lot about bones and child bones.
    I saw SetupBones and grasped at a straw; it's okey.

    ent:GetBoneParent(
    *headdesk*
    Why did I not try that.
    I feel stupid now.
    Thanks for this. Now I can just move my code into a function and decap each parent bone. We'll see how this goes.

    Edited:
    Also, do you know how to use constraints, or what methods they have? I was able to do pretty much everything else in RM successfully via my "fumble around, find something that works" method of scripting, but constraints elude me. I was going to just get all the methods using 4 nested for loops but then I remembered facepunch existed.
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  27. Post #147
    Gold Member
    Hentie's Avatar
    May 2010
    2,129 Posts
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  28. Post #148
    DarkShadow6's Avatar
    September 2009
    534 Posts
    local Constraint, Rope = constraint.Rope(Ply.rm_Ragdoll, Hook, 1, 0, Vector(8, 2, 0), Vector(0, 4, 21), RopeLength, 0, 0, 1, "cable/rope", false)

    http://facepunch.com/threads/1177914

    or what methods they have?
    Specifically I don't know how to use the Constraint or Rope entities that are returned, and there seems to be no documentation on such.
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  29. Post #149
    Gold Member
    meazum's Avatar
    January 2005
    258 Posts
    What ever happened to that I/O system that someone was making?
    I forgot all about it and just remembered today, it was looking so good, but I completely forgot its name and who was making it.
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  30. Post #150
    moo
    CowThing's Avatar
    November 2006
    4,793 Posts
    What ever happened to that I/O system that someone was making?
    I forgot all about it and just remembered today, it was looking so good, but I completely forgot its name and who was making it.
    I too would love to see it finished! It looked so much smoother than Wiremod. I think it was called chump'em or something.
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  31. Post #151
    DarkShadow6's Avatar
    September 2009
    534 Posts
    I too would love to see it finished! It looked so much smoother than Wiremod. I think it was called chump'em or something.
    Chump'em? lolwut

    Also, 4,000th post, nice.
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  32. Post #152
    mmmono's Avatar
    December 2010
    228 Posts
    I too would love to see it finished! It looked so much smoother than Wiremod. I think it was called chump'em or something.
    Yeah, yeah I remember that. I thought it was called Checkmate. In any case it looked really cool, I just hope he adds wiremod support.
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  33. Post #153
    DarkShadow6's Avatar
    September 2009
    534 Posts
    Yeah, yeah I remember that. I thought it was called Checkmate. In any case it looked really cool, I just hope he adds wiremod support.
    Checkmate sounds much better than Chump'em :p

    Edited:

    Got it to work, kaythanks.
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  34. Post #154
    Gold Member
    meazum's Avatar
    January 2005
    258 Posts
    Check'em Right?
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  35. Post #155
    Gold Member
    Hentie's Avatar
    May 2010
    2,129 Posts
    snip
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  36. Post #156
    bbbbbbb
    Aska49's Avatar
    October 2006
    947 Posts
    Thanks for the interest. Sorry about being so flaky when it comes to my projects. I don't do it intentionally.

    Since I got into the GMod 13 beta awhile ago, I had decided to rewrite Check 'Em from scratch and fix some things I really hated about it. So I started doing that. It'll be nice using the workshop to keep updates synced and managed. I don't know when I'll put it up, but it probably won't be too long since workshop is so cool and easy.

    I still have a lot to do, but here's some of the cool new stuff that's immediately obvious about new Check 'Em.

    New Tweak Menu. Spawning tools are now compressed into a single tool + embedded tweak menu.


    Completely cosmetic, wireless connections:


    Freeze Mod has an option to maintain velocity when unfrozen:


    Probably the coolest thing, sequencer:


    I hope dropbox doesn't squawk at me for traffic, they're pretty small files...
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  37. Post #157
    me
    jackool's Avatar
    June 2005
    616 Posts
    Amazing post Aska49 (above)
    Just working on a map vote for any gamemode. Nothing special
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  38. Post #158
    Gold Member
    LemONPLaNE's Avatar
    January 2008
    3,612 Posts
    Amazing post Aska49 (above)
    Just working on a map vote for any gamemode. Nothing special
    That is not a good choice of font.
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  39. Post #159
    Gold Member
    Instant Mix's Avatar
    October 2006
    3,838 Posts
    I really want to make a dynamicly generated mesh track, but I don't really know enough about meshes/assembling them to look like a track to do it.
    Well , to be honest, it's nothing more than 2 cylinders and three rectangles. The basis would be two cylinders offset on the X axis either side of the track , one rectangle below the track , and every 64 units or so putting in a "tie" of two rectangles , going from the main rectangle to the two cylinders.
    The guys who were making that Frontier gamemode managed to make what looked like a cylinder mesh from beizer curves for their wires, so if you got in contact with them i'm sure they could show you how they did it.
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  40. Post #160
    DarkShadow6's Avatar
    September 2009
    534 Posts
    -kersnip-
    So... Were you going for a LBP2 look :u? I'm guessing you were... It's not possible to not be referencing the LBP2 wiring system by the looks of the item icons.
    I think the concept is nice (like it is in LBP2), the menus look nice and the functions seem to work quite well. But, for my taste, it's just too simplistic in function and concept. Simplicity means that it's easy to make small, simple things, but very complex for more advanced things. You have to put together a bunch of stuff to do certain processes that with other sources, like simply making it in Lua yourself or using Wiremod, would solve easily. I can guess you're going to be adding more than just the items that I saw in the screenshot, but my point still stands. Not sure if any of this still applies and you have some sort of super-hidden-mega-awesome-hax-code-thing up your sleeve that will make all this redundant, but oh well, just voicing my opinion.
    To be honest, I'd rather have Wire. I enjoy having so much control over what I make (the fact that this makes it more complicated is a small price to pay).
    And, no offense, but I think Check'em is sort of a silly name.
    Regardless, it looks really nice and it looks like you put a lot of work into it. Even if I don't like the functionality of it, you still did a great job with it. Don't take my opinion to heart.
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