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IceBlinkEngine.com • View topic - Orientation in the forum: link list

Orientation in the forum: link list

Useful links to important discussions, information, examples and tutorials.

Orientation in the forum: link list

Postby youngneil1 » Wed Mar 20, 2013 9:08 am

[Covering the full forum now; last update 3rd April 2013]

As the IceBlink engine and toolset grow more complex and fleshed out from day to day, it gets harder to keep track of all the good information stored at various places in this forum. To make it easier for new members as well as for older, forgetful members (like me, sigh) I will try to provide a sorted list with links to the most interesting topics (highy subjective choice obviously). As time goes on, I will try to keep it updated. If you feel something cool is missing or something rather meaningless is highlighted, please give me a hint.

Here we go:





I. General toolset usage
1. Concept of objects like NPC, props, and triggers explained:
viewtopic.php?p=766#p766
2. Concept of objects extended, especially conversation with NPC:
viewtopic.php?p=802&sid=e98e53efc7b5b6294f475d28cd99289d#p802
3. Objects blueprints and their instances (tag and ResRef):
viewtopic.php?p=864#p864
4. List of up to 6 events connected with a triger explained:
viewtopic.php?p=883&sid=e8018cb1e429bccb161ba6c5b662fd43#p883
5. More explanations on Triggers and Events:
viewtopic.php?p=884&sid=0d313ac001d6a28d161675b357359bda#p884
and
viewtopic.php?p=888&sid=e878bb37214c95d6616f7f539ac8fb83#p888
6. Functionality and buttons for painting triggers and NPC/props explained:
viewtopic.php?p=892#p892
7. Video of Jer using these toolset functions:
viewtopic.php?p=911&sid=402d12d378922f3b09a8751423d7c8ac#p911
8. Saving areas properly (save before closing):
viewtopic.php?p=938&sid=40fbe0c013ac9d941463de0a6eb09512#p938
9. Add character to party screen explained
viewtopic.php?p=1046#p1046
10. Serialization (saving of characters and the game)
viewtopic.php?p=1049&sid=48b8c0b6d04b4cf157b5cbbc45c82671#p1049
11. Labels explained (a module property for e.g. changing "gold" to "credits")
viewtopic.php?p=1064#p1064
12. Incremental saves and folder structure
viewtopic.php?p=1167#p1167
and
(note: that last one might be at least partially outdated soon)
viewtopic.php?p=503#p503
13. Assign theme folder to use for the module
viewtopic.php?p=1173#p1173
and (likely outdated by now)
viewtopic.php?p=717#p717
14. Ideas on more predefined events and event conditions
viewtopic.php?p=527#p527
and
viewtopic.php?p=528#p528
and
viewtopic.php?p=530#p530
15. Transfering modules from Alpha 1 to Alpha2 (might be helpful for future transistions, too)
viewtopic.php?p=1022#p1022
and
viewtopic.php?p=1024#p1024
and
viewtopic.php?p=974#p974
16. Idea for a creature propery "Trigger encounter", like already existent for convos attached to creatures
viewtopic.php?p=1114#p1114
17. Idea for condtiosn for animations, like for opening door, enlighting torches...
viewtopic.php?p=1138#p1138
18. How to use direct conversation calls via "narration" (name might change soon)
viewtopic.php?p=1122#p1122
19. Thoughts on easy playtesting of module sections by module authors
viewtopic.php?p=598#p598
and
viewtopic.php?p=606#p606
20. Resetting dock panel config of the toolset
viewtopic.php?p=1339#p1339

II. Scripting
1. Moving NPC on a map and even between maps:
viewtopic.php?p=814&sid=ffee01a792ae638a1270bbe238f47203#p814
and
viewtopic.php?p=1143&sid=ca7a9b1ade28265a42e4a2c2fa9dad42#p1143
and
viewtopic.php?p=1364#p1364
2. Info on add character to party script
viewtopic.php?p=1073#p1073
3. Script Hooks
viewtopic.php?p=1094#p1094
and
viewtopic.php?p=1095&sid=c76de1de1ecfeeda542e682f9699e869#p1095
and
viewtopic.php?p=1132&sid=afe1c7877746a7b8c28e5ea74d596174#p1132
4. Disable/enable event script (use e.g. to control subsequent events/encounters on the same sqaure from a preceding conversation)
viewtopic.php?p=1143&sid=ca7a9b1ade28265a42e4a2c2fa9dad42#p1143
5. Override vanilla scripts with custom made ones of the same name; folder structure for scripts
viewtopic.php?p=1167#p1167
6. Source code for the existing pre-made scripts and overview over all classes, functions, properties, etc. of the project - use Microsfot Visual C# to work with (Date: 19. March 2013)
viewtopic.php?p=1194#p1194
7. Adding custom UI and windows via scripting (numPad as example)
viewtopic.php?p=19#p19
8. UncheckConvo functionality explained (somewhat outdated)
viewtopic.php?p=813#p813
9. How the game addresses map coordinates
viewtopic.php?p=818#p818
and
viewtopic.php?p=821#p821
10. How the game handles areas and how to adress an area you're not currently in
viewtopic.php?p=822#p822
and
viewtopic.php?p=825#p825
11. Remove creature from world map and disable connected event script
viewtopic.php?p=1116#p1116
12. Code snippet for changing the player sprite
viewtopic.php?p=1100#p1100
13. Code snippet for moving the player sprite to the last position, i.e. where it was one turn beforehand
viewtopic.php?p=1100#p1100
14. Script for NPC attacking the player with lowest HP
viewtopic.php?p=1215#p1215
15. Explanantion of .dot notation in IceBlink on the example of sf.gm.playerList.PCList
viewtopic.php?p=1219#p1219
16. Instructions for using Visual Studio's IntelliSense with IceBlink scripts
viewtopic.php?p=1219#p1219
17. Using functions from ScriptFunctions in our scripts for easier coding
viewtopic.php?p=1219#p1219
18. Implementing random/conditional encounters via OnEnter scripts on event fields (make use of de-/activating events via script, even on the same square)
viewtopic.php?p=189#p189
19. Running scripts during gameplay from the game console ("z" key to and close console)
viewtopic.php?p=606#p606
20. Thoughts on savegame compatibility between version updates of a module and even between whole new mdoule expansions of a year long running campaign (allowing gradually the building of one coherent big world without players having to restart again and again)
viewtopic.php?p=598#p598
and
viewtopic.php?p=606#p606
and
viewtopic.php?p=609#p609
21. Global and local variables, especially variables specific to objects like NPC
viewtopic.php?p=451#p451
and (indepth; including part of core.dll, perhaps a little outdated as we now have different types of globals; also call to Setup List<T> of GlobalVariables)
viewtopic.php?p=638#p638
and (relevant for Alpha 3.0 upwards: include check for global variable value into any script)
viewtopic.php?p=1287#p1287
22. Explanation of ScriptFunctions.dll
viewtopic.php?p=838#p838
and
viewtopic.php?p=840#p840
and
viewtopic.php?p=841#p841
23. Script for Setting squares walkable/non-walkable
viewtopic.php?p=838#p838
24. Game class and Form1 class explained
viewtopic.php?p=841#p841
25. Editing scripts while the game is running
viewtopic.php?p=677#p677
26. Revive one dead party member script (on item usage)
viewtopic.php?p=662#p662
27. Revive all dead party members script (via conversation)
viewtopic.php?p=672#p672
28. Damage whole party onEnter square unless specific ring is worn script (e.g. used for diving)
viewtopic.php?p=676#p676
29. Code snippet for searching a specific item in the party inventory
viewtopic.php?p=663#p663
30. Code snippet for checking all Global variables in a module
viewtopic.php?p=636#p636
31. Code snippet for creating a new Global variable and assigning it via script
viewtopic.php?p=636#p636
32. Heal whole party script
viewtopic.php?p=634#p634
33. Tips for Setting up a Scripting Environment, including Visual C# 2010 Express:
viewtopic.php?p=197#p197
and
viewtopic.php?p=199#p199
and
viewtopic.php?p=315#p315
34. Classes, races, spells, etc. as List<T> of objects
viewtopic.php?p=366#p366
35. Code snippet showing the continously updated PC stats
viewtopic.php?p=1331#p1331
37. Reverse removal order solution for gaTakeItem.cs (draw from top of stack)
viewtopic.php?p=1331#p1331
38. Link to tutorial for splitting a text file so that one string can hold several parameters at once (string parser)
viewtopic.php?p=1364#p1364
39. Triger setup and script solution for doing an encounter with sprite on world map properly
viewtopic.php?p=1360#p1360
40. Working onEvent triggers in combat: OnAttack, OnStartCombatTurn, OnEndCombatTurn and OnHeartbeat (12.04.2013)
viewtopic.php?p=1315#p1315
and newer (13.05.2013):
all OnHeartBeats
Encounter: OnStartCombatRound, OnEndCombat
CharBase (creatures, npc, pc): OnStartCombatTurn, OnEndCombatTurn, OnAttack, OnDeath
viewtopic.php?p=1680#p1680
41. Working with global objects, a list here (for creatures moving on world map stuff)
viewtopic.php?p=2062#p2062

III. Animation
1. Explanation of sprite sheets used in the Sprite Editor, Nr.1:
viewtopic.php?p=596#p596
2. Explanation of sprite sheets used in the Sprite Editor, Nr.2:
viewtopic.php?p=607#p607

IV. Conversation editor
1. Conversation editor basics explained (modeled after NWN 2 conversation Editor)
viewtopic.php?p=446#p446
and
viewtopic.php?p=452#p452
and (especially for "paste as link")
viewtopic.php?p=590#p590
and
viewtopic.php?p=977#p977
2. Updated conversation editor explained
viewtopic.php?p=1091&sid=c0b498ce3cae0497e3e55fac5bd023c0#p1091
3. Assign a different picture to each conversation node
viewtopic.php?p=1101#p1101
4. Using old conversations in the upcoming Alpha 3.0 build
viewtopic.php?p=1158&sid=78440c961c551aa19a1549e5d3d748c7#p1158
and
viewtopic.php?p=1167#p1167

V. Maps, tokens and portraits
1. Overview: Image sizes and formats
viewtopic.php?f=15&t=8
2. Custom portrait sizes and implementation
viewtopic.php?p=384#p384
and
viewtopic.php?f=17&t=4
3. Token sizes and implementation (see also Animation as newer Versions of IB will require sprites/.spt made with the Toolset's Sprite Editor)
viewtopic.php?p=6#p6
4. Map creation introduction
viewtopic.php?p=2#p2
and (updated info on usable file types for maps, incl. jpg/png/bmp...)
viewtopic.php?p=1156#p1156
5. Using profantasy software for map making
viewtopic.php?p=150#p150
and
viewtopic.php?p=1140#p1140
and
viewtopic.php?p=1151#p1151
6. Using GIMP for map making (and Portraits/Tokens)
viewtopic.php?p=2#p2
and
viewtopic.php?p=673#p673
and
viewtopic.php?p=675#p675
and
viewtopic.php?p=678#p678
and
viewtopic.php?p=684#p684
and
viewtopic.php?p=335#p335
and
viewtopic.php?p=355#p355
7. A matter of perspective: side scrolling maps, straight top down, isometric...
viewtopic.php?p=651#p651
and
viewtopic.php?p=653#p653
8. Tutorial on token making
viewtopic.php?p=91#p91
9. Using Wacom drawing tablets (e.g. Bamboo) for creating art
viewtopic.php?p=986#p986
and
viewtopic.php?p=843#p843
and
viewtopic.php?p=352#p352
and
viewtopic.php?p=355#p355
and
viewtopic.php?p=362#p362
10. FRUA Corhub as ressource site for graphics from the Gold box engine (including combat Tokens)
viewtopic.php?p=684#p684
11. Link to GIMP plugin for easy making of sprite sheets
viewtopic.php?f=32&t=252

VI. Sound and music
1. Famitracker for old school 8 bit tunes:
viewtopic.php?p=1078#p1078
2. First ideas on hooks for music and sound
viewtopic.php?p=1080#p1080
and
viewtopic.php?p=1231#p1231
3. Sounds from freesound.org, music form jamendo.com and kamal's collection of sounds
viewtopic.php?p=1085#p1085
4. Info on usable format of sound files and media/sound player usage
viewtopic.php?p=1235#p1235
5. Using Audacity as great freeware sound recording and editing tool
viewtopic.php?p=1277#p1277

VII. Fonts
1. Fontspace as source for free fonts
viewtopic.php?p=1189#p1189
2. First design ideas for customizable fonts
viewtopic.php?p=1392#p1392
and
viewtopic.php?p=1394#p1394
3. Detail info on customizable fonts, including screenies
viewtopic.php?p=1406#p1406
4. Font tester programm by Jer
viewtopic.php?p=1406#p1406
5.Link for tutorial conerning installation of new fonts with Windows 7
viewtopic.php?p=1406#p1406





I. General rule system info
1. First overview (partially outdated)
viewtopic.php?p=12#p12
2. Concept of party leader
viewtopic.php?p=504#p504
and
viewtopic.php?p=505#p505
and
viewtopic.php?p=508#p508
and
viewtopic.php?p=509#p509
3. Very weak enemies surrendering/fleeing to avoid tedious combat
viewtopic.php?p=1114#p1114
4. Trainers for certain traits, spells or traits (eventually for level up, too)
viewtopic.php?p=280#p280
(and following discussion in the same thread)
5. Player made party vs. pre-designed PCs
viewtopic.php?p=210#p210
(and following discussion in the same thread)
6. Thoughts on the consequences of being caught stealing things / also about avoiding useless clutter loot
viewtopic.php?p=277#p277
(and following discussion in the same thread)
7. Choices in the level up screen / interesting character advances
viewtopic.php?p=281#p281
(and following discussion in the same thread)
8. First ideas for difficulty levels (and a rather complicated saving restriction system)
viewtopic.php?p=139#p139
(and following discussion in the same thread)
9. Ability and gear changes
viewtopic.php?p=755#p755
and
viewtopic.php?p=772#p772
and
viewtopic.php?p=774#p774

II. Combat Interface
1. New combat Interface
viewtopic.php?p=1188#p1188
and
viewtopic.php?p=511#p511
and
viewtopic.php?p=538#p538
and
viewtopic.php?p=576#p576

III. Trait system
1. Very detailed and complex post on traits, including info a possible Trait Editor/Wizard
viewtopic.php?f=20&t=229

IV. Skills
1. Conversation related skills: passive, active, certain/risky
viewtopic.php?p=1026#p1026
2. Rather extensive overview over possible skill properties and skill usage
viewtopic.php?p=917#p917
3. Ideas for possible thievery skills
viewtopic.php?p=1033#p1033
and
viewtopic.php?p=1040#p1040
4. Possible concept for a Stealth skill
viewtopic.php?p=1035#p1035

V. Healing & death
1. Limits to potion drinking
viewtopic.php?p=207#p207
and
viewtopic.php?p=232#p232
2. Ideas contra regeneration of HP after combat
viewtopic.php?p=203#p203
3. Ideas in favor of regeneration of HP after combat (with extra Rested% System, including Resting and Taking a breath)
viewtopic.php?p=926#p926
4. Idea for Crippling Wounds
viewtopic.php?p=926#p926
5. Dying only at a certain amount of negative hp (bleeding, bandaging, return to consciousnes only after battle; negative hp threshold not fixed, but growing when characters get more hp)
viewtopic.php?p=928#p928
and
viewtopic.php?p=929#p929
and
viewtopic.php?p=931#p931
6. Ideas for Level of Woundedness, deatailed critical hits and after-battle consequences of injuries
viewtopic.php?p=931#p932
7. Death (ideas in favour of no-ressurection, but dying only at -x hp with unconsciousness beforehand)
viewtopic.php?p=176#p176
and
viewtopic.php?p=177#p177
and
viewtopic.php?p=182#p182
8. Thoughts on resting (conditions for it)
viewtopic.php?p=176#p176
and
viewtopic.php?p=177#p177

VI. World map
1. Movement via vehicle / across special fields and barriers
viewtopic.php?p=1076#p1076
and
viewtopic.php?p=1082#p1082
and
viewtopic.php?p=1098#p1098
and
viewtopic.php?p=1099#p1099
2. Colour coded display of NPC names and dialogue relevance (as floating text above NPC heads)
viewtopic.php?p=282#p282
3. Random encounters
(for random encounter map assignement)
viewtopic.php?p=165#p165
and (for general system of random encounters) as well as following posts
viewtopic.php?p=151#p151
and for non-combat radnom Encounters
viewtopic.php?p=167#p167
and (for implementing random encounters via OnEnter scripts on event fields)
viewtopic.php?p=189#p189
4. NPC: Schedule, ambience dialogue and activity descriptions
viewtopic.php?p=171#p171
5. Weather and environmental effects (not only cosmetical, but also with rule consequences)
viewtopic.php?p=125#p125
and
viewtopic.php?p=152#p152
6. Natural barriers on world map, only passable with certain equiment, skills or vessels
viewtopic.php?p=163#p163
7. World map scale System
viewtopic.php?p=129#p129
and
viewtopic.php?p=147#p147
and
viewtopic.php?p=150#p150
8. Darkness, Fog of War and Line of Sight
viewtopic.php?p=106#p106
and
viewtopic.php?p=110#p110
and
viewtopic.php?p=129#p129
9. Secret doors and hidden things
viewtopic.php?p=106#p106
and
viewtopic.php?p=110#p110
and
viewtopic.php?p=114#p114
and
viewtopic.php?p=117#p117
and
viewtopic.php?p=120#p120
and
viewtopic.php?p=129#p129

VII. Time & movement
1. Movement and OnHeartbeat scripthook:
viewtopic.php?p=815&sid=691969bece715bd34bb121b1eb506466#p815
2. Day & night cycle ideas
viewtopic.php?p=126#p126
and
viewtopic.php?p=143#p143
and
viewtopic.php?p=148#p148
and
viewtopic.php?p=161#p161
3. Flexible amount of time passing per step on a map (e.g. large scale maps one step = half a day; small scale map: one step = 5 minutes)
viewtopic.php?p=134#p134
and
viewtopic.php?p=138#p138
4. General rule: alternating moves, but (1) some NPC/enemies moving faster than the player (chance for more than one square per turn on average) and (2) automatic moves when player waits idly too long
viewtopic.php?p=124#p124
and
viewtopic.php?p=154#p154
and
viewtopic.php?p=160#p160
and
viewtopic.php?p=162#p162
and
viewtopic.php?p=164#p164
5. Great idea for ingame-time limit bound quests
viewtopic.php?p=157#p157

VIII. During Combat
1. Escape mechanics in combat
viewtopic.php?p=946&sid=9a59ae96ab68c0bdf1e349a9c31bae76#p946
2. Initiative
viewtopic.php?p=1191#p1191
3. Healing and replenishment of monsters when the party flees combat
viewtopic.php?p=709#p709
4. Penalty/Attacks of Opportunity for using ranged/magic in melee distance
viewtopic.php?p=762#p762
5. Ideas for camera in combat, especially for large encounter maps
viewtopic.php?p=1178#p1178
6. Ammunition
viewtopic.php?p=1036#p1036
and
viewtopic.php?p=1037#p1037
7. Handling of dead bodies in combat (collission, but also undead reanimation)
viewtopic.php?p=928#p928
and
viewtopic.php?p=931#p931
8. Thoughts on and list of Victory Condtions
viewtopic.php?p=165#p165
and
viewtopic.php?p=267#p267
9. Spawn waves of enemies in combat
viewtopic.php?p=165#p165
10. Event fields on the encounter map (healing pools, exploding Barrels, etc.)
viewtopic.php?p=165#p165
11. Battle conditions (e.g. damage every round from burning room)
viewtopic.php?p=165#p165
12. AI allies and even three Party fights
viewtopic.php?p=165#p165
and
viewtopic.php?p=267#p267
13. Facing / Flanking / positional attacks / diagonal moves
viewtopic.php?p=165#p165
and
viewtopic.php?p=267#p267
and
viewtopic.php?p=272#p272
and
viewtopic.php?p=286#p286
and
viewtopic.php?p=287#p287
and
viewtopic.php?p=290#p290
and
viewtopic.php?p=291#p291
and
viewtopic.php?p=295#p295
and (good summary for facing directions)
viewtopic.php?p=296#p296
and (for diagonal moves)
viewtopic.php?p=309#p309
and (using part of the sprite as attack direction indictaor)
viewtopic.php?p=323#p323
and (picture of facing arrow on the border of the sprite token)
viewtopic.php?p=337#p337
and (hotkey toggle for an overlay image with such arrows)
viewtopic.php?p=338#p338
14. Field control and attacks of opportunity
viewtopic.php?p=165#p165
and
viewtopic.php?p=267#p267
and
viewtopic.php?p=272#p272
15. Ideas for visual indication of enemy movement ranges on the turn of the Player (HOMM style color overlay over squares indicating ranges)
viewtopic.php?p=309#p309
16. Graphic indication of enemies in reach of a pc's ranged weapon
viewtopic.php?p=309#p309
17. Backstab (see also thoughts on Stealth skill above under IV.4, which emerged from this discussion)
viewtopic.php?p=876#p876
and
viewtopic.php?p=880#p880
and
viewtopic.php?p=882#p882
and
viewtopic.php?p=901#p901
and
viewtopic.php?p=906#p906
and
viewtopic.php?p=908#p908
and
viewtopic.php?p=909#p909
and
viewtopic.php?p=910#p910
18. Special properties of squares on combat maps (e.g. different movement costs, granting attck/AC boni, different light/shadow values, etc.)
viewtopic.php?p=910#p910
19. Thoughts on using large creature tokens, like 2x2
viewtopic.php?p=195#p195
and
viewtopic.php?p=201#p201

IX. Character Classses
1. List with potentially relevant info
viewtopic.php?p=1072&sid=e23dd20e3a003f943b67260335c3ed69#p1072
2. Selecting usable items by categroies/groups
viewtopic.php?p=1075&sid=6db17b52d1790050df0a011ba8ba7578#p1075
3. First musings on info contained in a Character Class and conflciting rules from e.g. race (incomplete, best look Trait thread for better, more complete picture)
viewtopic.php?f=19&t=228
4. Very detailed and complex post on character class, including info a possible Character class Editor/Wizard
viewtopic.php?f=20&t=229

X. Inventory UI
1. Draft of the Inventory UI
viewtopic.php?p=791#p791
and
viewtopic.php?p=796#p796
and
viewtopic.php?p=808#p808

XI. Equipment and item usage
1. Dialogue and/or image pop up when an item is used (e.g. books, maps or holocubes)
viewtopic.php?p=948#p948
2. Limited number of quick use items and time requirement
viewtopic.php?p=852#p852
and
viewtopic.php?p=853#p853
and
viewtopic.php?p=854#p854
and
viewtopic.php?p=857#p857
and
viewtopic.php?p=858#p858
and
viewtopic.php?p=859#p859
3. Detection and identification of magic items (alos on cursed items, ambivalent items, and complex artifacts revealing their full powers gradually based on questing/usage)
viewtopic.php?p=998#p998
and
viewtopic.php?p=999#p999
and
viewtopic.php?p=1001#p1001

XII. Spells
1. Thoughts on pro/con of memorizing spells and finding spells by Exploration
viewtopic.php?p=182#p182
and
viewtopic.php?p=183#p183
2. Very detailed and complex post on spells, including info a possible Spell Editor/Wizard
viewtopic.php?f=20&t=229
3. Ideas for magic system
viewtopic.php?p=365#p365
and (for divine Magic)
viewtopic.php?p=581#p581
and
viewtopic.php?p=586#p586
and
viewtopic.php?p=589#p589
and
viewtopic.php?p=660#p660
and
viewtopic.php?p=685#p685

XIII. Properties of Creatures/Enemies
1. Very extensive list dealing e.g. with damage boni, extra attacks, immunities and much more
viewtopic.php?p=890#p890

XIV. Journal
1. Frist ideas on a Journal System
viewtopic.php?p=1236#p1236

XV. Shops
1. Brainstorming about shops
viewtopic.php?p=1236#p1236
and
viewtopic.php?p=1382&sid=e9a89e3e0511b00d9b408f1192e197bb#p1382
and
viewtopic.php?p=1388#p1388
Last edited by youngneil1 on Wed May 29, 2013 5:42 am, edited 106 times in total.
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Re: Orientation in the forum: link list

Postby Pongo » Fri Mar 22, 2013 10:44 pm

Good work- thanks for pulling this together Karl. Will be very useful!
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Re: Orientation in the forum: link list

Postby youngneil1 » Fri Mar 22, 2013 10:51 pm

Thank you, Pongo, it's a pleasure. And it also helps myself to keep track of things. Ah, and many thanks to Jer for giving this one a top category.

I will be visiting my parents this weekend, so no further updates. During the next week I hope to have the full forum covered. From thereon it will be easy as I just have to track the new stuff coming in.
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Re: Orientation in the forum: link list

Postby Lurking Grue » Mon Mar 25, 2013 9:08 am

Whoa! Incredible, Karl! Kudos for the massive amount of work you've put into this. *two thumbs up*
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Re: Orientation in the forum: link list

Postby youngneil1 » Mon Mar 25, 2013 5:56 pm

You're welcome, Grue! It's fun reading again through all our common musings around the place :-). Also a little scary concnering my memory ability as I find quite some gems there I had already forgotten about.
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Re: Orientation in the forum: link list

Postby Lurking Grue » Tue Mar 26, 2013 12:41 pm

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Re: Orientation in the forum: link list

Postby youngneil1 » Sat Mar 30, 2013 10:03 am

Done :-).

Full forum covered as of now (30th March 2013). Might summarize some sections stronger, but I think it gets the job done for now.
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