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Messages - t0werblade

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1
Custom Maps / Re: [CAMPAIGN] Dingovania - Update April 6, 2017
« on: June 19, 2017, 01:45:58 AM »
I'm stuck at the point where you talk to Troy and sign the paper. He doesn't give me a follow up objective.

It appears to me that we didn't put in any actual objective text there, which is something I now intend to add. The positive here is that since this is an oversight and not a bug, your save should be fine. The objective text that should read at this point for you is something along the lines of, "Seat at least three members at the Dingo table in Dingo keep.".
You can get certain NPCs to sit at the table by completing their quests. Hunter, David, Jim, and Kress can all sit there I think (and maybe Commander Jooby I can't remember). David can be found at his house West of Dingotown (depending on the game state), Jim can be found within the tavern, and Kress can be found at his Pizza shop in the Southern portion of Dingotown.
Please let me know if you continue to have trouble and we'll see if I can help you out.
My apologies for the trouble.

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Custom Maps / Re: [CAMPAIGN] Dingovania - Update April 6, 2017
« on: June 17, 2017, 03:43:24 AM »
I'm stuck at the point where you talk to Troy and sign the paper. He doesn't give me a follow up objective.

Hey Sparrow, sorry for the late reply. I'm going to be looking into this and see if I can replicate your problem and find a fix sometime in the next few days. Thanks for bringing it to our attention.

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Custom Maps / Re: [CAMPAIGN] Dingovania - Update March 6, 2017
« on: April 03, 2017, 06:35:51 PM »
i just ran into a bug while playing with a friend, and I'm hoping there's a way to fix it. We are at the quest where we have to meet Hunter north of town. We were coming from the east to the place where he jumps down and creates a crater, and we ended up passing a bit to the west of the path (still in sight) before he appeared. Unfortunately, it seems that some invisible walls are created when he jumps down, and they are actually blocking us from getting to him. They also do not allow us to go south. There's a natural barrier to the west and the north, so we're effectively trapped in a small area.

Is there any way to trigger the conversation or get the invisible walls out of there? I can edit the save if that's what it needs, just need to know what to edit :)

My friend was very disappointed as he is really enjoying playing through this map as much as I did on my first run.

Super sorry that happened, I know it's frustrating.
Somebody else has mentioned this to me but didn't give me enough details for me to find it.
For now, you're going to need to get your save into debug mode to fix it. I'm going to fix this one as soon as I'm able.
Thanks a lot for posting about it, it really helps.
If you need help transferring your save to the debug version of the game let me know.

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Custom Maps / Re: [CAMPAIGN] Dingovania - Update March 6, 2017
« on: April 02, 2017, 03:53:27 AM »
Maybe you've got just a little hint for the puzzle? :D

Here's my hint:
Pay attention to the password.

5
So we have this issue in Dingovania with our VITA cans. I don't think there is a file you can edit that will change the color of those numbers.
My guess is that by defining the "behavior" field for the item you're assigning that color attribute. If we could make custom behaviors maybe that could work, but I don't believe custom behaviors are supported.
If you happen to find a way to do this I'd love to know.

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Custom Maps / Re: [CAMPAIGN] Dingovania - Update March 6, 2017
« on: March 27, 2017, 12:58:37 AM »
Alright, I just went to the tavern, but hunter is not there (or wickedly drunk and not responding to us because we let him down lol).

I will add another screenshot of the forest village (the one you reach with the mushroom teleporter).
Maybe that is how we got to the cave without the proper quest activated.

I think the entrance to the railway was blocked with some big rocks and some NPC was guarding the gate. Well, we killed the poor fella at the doors to try to sneak in. Didn't work (poor guy). The dead body on the floor kept talking to us anyway. :D
Then we messed up these rocks and walked in over the rails. Was it supposed to work that way? (Now as I think about it, possibly not)

I've got the debug version running with my latest save, but I did not try too much in there. Ready to shoot all the commands, else I will rerun the campaign.



Awesome!
You're right, the rocks were not meant to be breakable at the time you went through them. I went ahead and got that fixed for the next update we push, thanks a lot for the feedback there.
So unfortunately I don't know that we can fix your save without it being super jank. I was hoping there was a console command for setting global flags to clear up your problem, but after talking to Myran it seems no such commands are supported.
Looks like I owe you a puzzle solution.  :-X

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Custom Maps / Re: [CAMPAIGN] Dingovania - Update March 6, 2017
« on: March 25, 2017, 03:21:29 AM »
2 Notes to the game so far:

There is one secret I could not solve, I will attach a screenshot of the location. These 20 (yellow) pillars can be activated/ deactivated. Any tipps on how to solve it?


Then, I've encountered a game breaking bug for me: We've killed the spider queen, BEFORE we had the mission activated.
Now we do have to "Brave the spider infested mines to the North of the forest village and seek out Hunter" but hunter is gone (we already spoke to him). Can't progress the main questline now!

Else, the campaign is awesome. Thanks!


Thank you for the feedback! It really helps.
I think there's two ways of fixing your problem. One involves seeing if you guys can go to the tavern and talk to Hunter there.
If he isn't there, then we need to get you into the debug version of the game to break your way past.
I'm really sorry you ran into that, if we end up having to reset your progress to make it work I'll make it up to you by telling you the answer to the pylon puzzle  ;)

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VERY SOON  ;)

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Found a bug.... after an afternoon of match with 2 my friends....... sad ending of the evenining.....

In the catacombs i have all the doors closed around me... no previous saved game, because moving from a level to another the game saved (and destroyed) the previous good game saved.

Suggestion? could you fix it?

Hey nutria, thanks for posting the bug.
We'll look into it later today and see if we can fix it quickly.
It's worth noting that when we push that update your current save may become incompatible. We've added an area in the Southern part of the telepad room where you can manually get all of your stuff back so you can more or less pick up where you left off if this happens. Please post again if you happen to find a fix before we get the update out, or if you have any questions.

10
http://imgur.com/SZV2Blk

This is my favorite.

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What you will inevitably notice is that the quality of assets varies pretty seriously. It's really because we've been working on and off on Dingovania for a little over a year now, so our ability to draw things that look good in Hammerwatch has gotten a bit better over that time. I want to do an asset pass when we get closer to full release to try to clean up some things, but for now I think the focus is on finishing the playable content.

12
We're working really hard to keep to our word in regards to a March release.
We'll definitely be cutting it close though.
Really close.

13
This is perfect.

#igot99probsbutaspriteaint1
#yoloswag
#spriteisbetterthanpepsi
#praisethein
#icanfinishthemodnow

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Custom Maps / Re: [RELEASED] - Ravenwatch - Act 1 BETA - 0.17
« on: July 09, 2014, 12:23:14 AM »
I have a suggestion from a design standpoint regarding the ravens.

Currently, ravens are not fun imo. They don't even feel challenging, they feel cheap. Now this is a big problem considering the campaign basically revolves around this enemy type. Ravens should be "fun" to kill. That doesn't mean that they shouldn't be challenging at times, because challenges are often fun, but it does mean that they shouldn't be frustrating to kill. You don't want the player to be thinking, "Holy shit if another raven pops out from behind a tree I'm going to asdhfoasuidvhals..."

Here's my suggestion:
1. Don't hide ravens behind things often. The last version I played all the way through was plagued by ambush after ambush. I started dreading whenever I had to move forward because there were always hidden ravens in every other tree.

2. Visually design things for visually challenged people. What I mean is, make things obvious. If an enemy is fast-moving, you can't also make them very small and a drab color. The visually challenged player won't see it. "But I'm not making an experience for blind people", you may think. But your players are, at times, effectively blind. When you've got crazy weather effects, and animations going off, the priests fucking God beam, numbers popping up, and noises are happening, you can't see the single raven right behind you. Then the player finally notices the thing after it's knocked off 10 points of health and they become frustrated because they just couldn't see it.
You need to balance the raven's speed, contrast, and size. If the raven stays black (which makes sense) then it has to be slowed down a notch and scaled up a little or else your players will be blind to it whenever there's more than nothing happening on screen.

3. The physics are too small. The other melee classes (any class with a sword) don't have the extreme damage angle that the paladin can have. What happens is the ravens will get either a little to the left or the right of where the player's swing counts, and it misses. Fair? Yes, it's fair. Fun? It's really not. They play like mosquitoes. A constant game of "oops, you missed!". If ravens are to be as prominent as they currently are I would bump up the physics to make them more hit-able.


That's all I got. The mod is great fun and I can't wait to see more, I just wanted to explain my frustration.
And also I don't blame you for taking your time on the custom player sprites. They're quite tedious to work on.

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Custom Maps / Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
« on: July 08, 2014, 11:20:20 PM »
MOAR CUSTOM CONTENT.

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