Offering help for Mod websites - Page 2

Offering help for Mod websites

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Offering help for Mod websites

Post by CarRepairer »

MidKnight wrote:3 words: FODB 500 error.

any help on this would be greatly appreciated. PM me please. :-)

on a totally unrelated note, the CA homepage needs a makeover. :wink: :wink:
You can ask me anything php related if you want.

And as for the CA homepage, it's trac and will remain so. There is but one thing that we can do to make it over: add small screenshots throughout. I have been doing my best to make the manual look nice with pictures and all, but the front page needs a bunch of pictures too.
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adin_panther
Posts: 164
Joined: 06 Jan 2009, 14:14

Re: Offering help for Mod websites

Post by adin_panther »

Could someone please stop Emmanuel from spamming every thread with confusing stuff ? I've tried to be nice to him, it does not seem to help in any way.

As for the rest, i send two pms but never got an answer ... i hope PHPBB didn't eat them or something. :/
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Offering help for Mod websites

Post by zwzsg »

It just came back to my mind, for Kernel Panic, I may not need a website right now, but I do need a proper set of doc! At the moment, all I have is an ugly raw text overlong txt, and whatever doc Spring come with. It would be better instead to have a set of pretty HTML documentation, acting as one manual, covering both Spring and Kernel Panic. Most of the info is already out somewhere in the wiki, but there is need to fetch and gather it, filter out everything not relevant for KP, organise it properly, write what's missing, then shaping it in a set of coordinated, eye-pleasing, easy to navigate, offline documentation.
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