Hammerwatch Forum

Custom mapping and Mods => Custom Maps => Topic started by: dingoZero on June 20, 2014, 08:43:32 AM

Title: [CAMPAIGN] Dingovania - Update April 6, 2017
Post by: dingoZero on June 20, 2014, 08:43:32 AM
Dingovania Beta

Recently updated the build with the following changes:

- Added more magic letter paths to overworld to help aim players in the
right direction.
- Fixed issue where players would get stuck by invisible physics when
triggering Troy's initial Dingo Keep Dialogue.
- Fixed issue where players were able to enter the mines early by
breaking through the rocks blocking the path.
- Fixed issue where the incorrect sound triggered when a player pressed
the submit button in the diamond health puzzle room
- Fixed issue where players could prematurely enter the sun ritual boss
room by walking in from the right side.


Dropbox Link: https://www.dropbox.com/s/gk2s127rsk9wv58/Dingovania.hwm?dl=0 (https://www.dropbox.com/s/gk2s127rsk9wv58/Dingovania.hwm?dl=0)

This is the new and improved file.

Tell us what you think. Here:https://docs.google.com/forms/d/1CqXLrNUK96ZljxkU9N4b8sdeJ3GA_SFlfw0jurmhzkY/viewform (https://docs.google.com/forms/d/1CqXLrNUK96ZljxkU9N4b8sdeJ3GA_SFlfw0jurmhzkY/viewform)


Title: Re: [CAMPAIGN] Dingovania
Post by: dingoZero on June 20, 2014, 08:43:48 AM
Dingovania

To the Hammerwatch Community:

We are almost to the end of the road in developing this campaign.

This version is more or less complete. Save for bugfixes we don't intend on adding any more content.

We are excited to hear what you have to say about Dingovania. If you have feedback of any kind, post either on the steam workshop page, the official forums, or respond to this google survey: https://docs.google.com/forms/d/1CqXLrNUK96ZljxkU9N4b8sdeJ3GA_SFlfw0jurmhzkY/viewform (https://docs.google.com/forms/d/1CqXLrNUK96ZljxkU9N4b8sdeJ3GA_SFlfw0jurmhzkY/viewform)

Thank you for taking the time to play Dingovania.

-Jon, Graham, and David.


Title: Re: [CAMPAIGN] Dingovania
Post by: Hipshot on June 20, 2014, 10:26:52 AM
Wow, snow!
Nice!
Title: Re: [CAMPAIGN] Dingovania
Post by: MadMan on June 20, 2014, 04:16:17 PM
Theres snow in my map, if that counts. . . :D
Title: Re: [CAMPAIGN] Dingovania
Post by: Shulai on June 21, 2014, 02:39:10 AM
O.O
Title: Re: [CAMPAIGN] Dingovania
Post by: Grokitach on June 22, 2014, 12:15:01 PM
Dark souls inspired map :D !
Title: Re: [CAMPAIGN] Dingovania
Post by: Retodon8 on June 23, 2014, 11:07:34 AM
Looks like you're off to a good start! :)
Title: Re: [CAMPAIGN] Dingovania
Post by: Heretic on June 23, 2014, 12:53:18 PM
This looks promising! Do you have any other info you can share? What kind of campaign, how large/long, etc?
Title: Re: [CAMPAIGN] Dingovania
Post by: Ykanns on June 25, 2014, 10:11:24 PM
looks awesome, with snow maps are the best
Title: Re: [CAMPAIGN] Dingovania
Post by: TheFreshPrince on June 26, 2014, 11:18:33 AM
This looks pretty promising.
Can't wit to play it - Keep up the good work.
Title: Re: [CAMPAIGN] Dingovania
Post by: ChrisN on June 27, 2014, 08:11:55 AM
I want to know more! :D
Title: Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
Post by: dingoZero on July 03, 2014, 08:26:58 AM
Posted additional video content.

(http://i.imgur.com/2yY1oxy.png)

We didn't realize how much of our lives would be consumed by this.

Expect more soon.
Title: Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
Post by: Hipshot on July 03, 2014, 11:20:48 AM
That looks really cool, nice to see so much custom content.

And yes, it takes a lot of time!
Title: Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
Post by: Linaru on July 03, 2014, 03:18:46 PM
I have the same problem its taken me months to get my first few areas of my map together with completely custom resources, and it amounts to 10-15 minutes of game play.

it takes so much time to produce a good quality campaign.
Title: Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
Post by: t0werblade on July 08, 2014, 11:20:20 PM
MOAR CUSTOM CONTENT.
Title: Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
Post by: dingoZero on December 03, 2014, 08:57:18 PM
Sorry for not giving any updates recently.

We've been busy playing other games.

Here's a screenshot: http://i.imgur.com/FWYOcEc.png (http://i.imgur.com/FWYOcEc.png)
Title: Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
Post by: Dai Tou Zai on December 03, 2014, 09:24:20 PM
In all honesty this campaign is the one i'm most excited about.
Title: Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
Post by: dingoZero on December 03, 2014, 10:10:10 PM
In all honesty this campaign is the one i'm most excited about.

Trust me, I can't wait to bring it to you.

Most of our team has finals this week. Life is pretty hectic right now, but we're squeezing in as much work as we can. We don't want to commit to a release date quite yet. But soon we'll be giving you all more details about our campaign.
Title: Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
Post by: ChrisN on December 04, 2014, 11:18:30 PM
Looks great!

Hope to be able to play this! :D
Title: Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
Post by: Hipshot on December 07, 2014, 12:51:17 AM
That looks great Dingo, I have a suggestion though, remove the last pixel row on the track, I think you might find it to look better having the metal above the wood, instead of having the wood pass right through it!
Title: Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
Post by: Heretic on December 07, 2014, 03:10:52 AM
It's confusing - the planks are supposed to be wood and the rails metal because the cart runs along the metal rails (the wood planks keep them a set distance apart and can be easily replaced over time, etc.)

Great artwork all around tho, can't wait to see it!
Title: Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
Post by: dingoZero on December 07, 2014, 09:59:37 PM
The carts don't have wheels.

The metal parts of the rails are the wheels.

http://gyazo.com/e383d5a4ef5df280363a9475cb1df122 (http://gyazo.com/e383d5a4ef5df280363a9475cb1df122)

The rustic peoples of Dingovania aren't very smart.
Title: Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
Post by: Hipshot on December 07, 2014, 10:30:40 PM
Makes much more sense!
Title: Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
Post by: Heretic on December 07, 2014, 11:02:31 PM
Wow that's awesome - never would have thought of that! When might we get to see more? :D
Title: Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
Post by: dingoZero on December 08, 2014, 12:35:49 AM
We're working on a proper trailer.

Along with that we'll release some solid information. We're still deciding if we want to finish certain features or focus on polishing what we have. Once all of this is set in stone we'll know exactly what to advertise. (I don't want to tell you about something we decide to cut). I don't believe in releasing it unfinished. However, my problem is that I am very picky about my level design. For me I don't think I will ever really finish because I will always see room to improve. I've probably completely scrapped one level three times now. Elements have remained the same, but the layout and design is different.

Partly this is because I discover some new trick that I can do with scripts to make something cool happen. An example of this is the "quest system" which you added. I was then given the ability to add interesting ways to progress through a level without relying on "kill this thing that's in the way" or "get the key." Another example is prefabs. I've discovered some really cool ways to use prefabs. It allows for some interesting mechanics that I'm excited about sharing.

All in all, our design philosophy for this campaign is that you aren't required to complete everything to progress, but you will want to. The main path of the campaign will honestly be rather straightforward, but the side paths are what make it interesting. Essentially, maximizing your character's potential will require exploration, and we want you to explore what we've created.

Another thing is that we're trying to create art that fits with the original Hammerwatch art. I am not the main artist, I'm really good at retouching something to make it look how I want it to look but I can't really do things from scratch (although the cart rails are mine). Our main artist is really picky too. My saturation is turned up on my screen, so my reds look orange to him. It's quite comical.

After writing this, I've determined that I can confirm a few things:

I don't really want to go into details because of spoilers, but both of the videos and the screenshot I've posted show a few of our levels. All in all, we should be able to agree on a real release date by the end of the month.

I should really get back to studying.  ;)
Title: Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
Post by: ChrisN on December 08, 2014, 10:03:04 AM
"real release date by the end of the month."

It feels almost like a Christmas gift! Hope you guys will be able to release it! :D

I am excited to see what kind of quests there is coming :)
Title: Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
Post by: Hipshot on December 08, 2014, 11:14:50 AM
Another thing is that we're trying to create art that fits with the original Hammerwatch art. I am not the main artist, I'm really good at retouching something to make it look how I want it to look but I can't really do things from scratch (although the cart rails are mine). Our main artist is really picky too. My saturation is turned up on my screen, so my reds look orange to him. It's quite comical.

Good philosophy! Art takes time, if you have good guidelines it should go faster.
Who's your artist?
Title: Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
Post by: dingoZero on December 08, 2014, 01:22:06 PM
"real release date by the end of the month."

I meant this to mean that we'll agree on when we want to shoot for a release. You'll know what date we want to release by the end of the month. Sorry for ambiguity.

Good philosophy! Art takes time, if you have good guidelines it should go faster.
Who's your artist?

I don't think any of them have forum accounts. As it stands we have two real art people. One of them, my partner in design, does general artistic design and is head of what stuff looks and feels like. The other guy just draws things in photoshop slowly while he reddits. I think it's harder to draw something if you don't know how it's supposed to function in game. Our music guy has even drawn some things.

I'm making this sound like we're professionals or something. In actuality, we're just college students who work on this in spare time. Occasionally we'll bring our machines to one place and work on it together in the same room for a few days. It's becoming harder to do that. We're moving to different places so we want to get this done soon.
Title: Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
Post by: nutria on December 24, 2014, 09:02:43 PM
tomorrow is christmas.... so the map :o

we want try it :)

Title: Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
Post by: dingoZero on January 05, 2015, 10:01:46 PM
Expect a new trailer by Friday.  ;)
Title: Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
Post by: dingoZero on January 13, 2015, 02:13:31 AM
I've added the new trailer! It's Friday in one alternate reality, somewhere.
Title: Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
Post by: Dai Tou Zai on January 13, 2015, 02:52:46 AM
10/10
Title: Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
Post by: Hipshot on January 13, 2015, 09:36:05 AM
Wow.
I think a lot of people want to see a playable version soon =) Pretty much everything here looks cool!
Title: Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
Post by: Hipshot on January 13, 2015, 09:40:13 AM
I'm only seeing one player though, can't you play it more than one?
Title: Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
Post by: ChrisN on January 13, 2015, 10:37:29 AM
wow, what a great trailer!

I am totally hyped to play this
Title: Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
Post by: dingoZero on January 13, 2015, 11:09:29 AM
I try to balance around co-op play. Some puzzles require cooperation, but are simplified if there is only one player.

I encourage everyone to play with friends.

Title: Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
Post by: Hipshot on January 13, 2015, 11:44:57 AM
I started making one of those tents when I tried out graphics for the desert, no one has seen it cause it was never finished, but maybe you guys can take inspiration from the shading on the roof.

(http://i.imgur.com/u66sNTf.png)
Title: Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
Post by: Dai Tou Zai on January 13, 2015, 12:45:41 PM
I try to balance around co-op play. Some puzzles require cooperation, but are simplified if there is only one player.

I encourage everyone to play with friends.
too bad i don't have any friends that play/want to play hammerwatch anymore, looks like ill be going solo for this mission
Title: Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
Post by: ChrisN on February 08, 2015, 08:22:05 PM
still excited, I wanna play this campaign/level so bad!
Title: Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
Post by: Hipshot on February 09, 2015, 08:03:42 AM
Me too! =)
Title: Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
Post by: nutria on March 14, 2015, 02:46:35 PM
news? :)

we are waiting the new maps....itchy hands
Title: Re: [CAMPAIGN] Dingovania - New Trailer - Update January 12th, 2015
Post by: t0werblade on March 19, 2015, 06:27:47 PM
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.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.04 - Update March 31, 2015
Post by: dingoZero on March 31, 2015, 08:40:30 AM
To the Hammerwatch Community,

Welcome to the Dingovania Beta!

This is roughly half of the campaign. It is comprised of two bosses and five main levels.

At this point in time, what you see is unpolished and somewhat imbalanced, so please leave comments and suggestions as to how to fix/polish/balance things. We have been testing for a week internally, but we’ve probably missed stuff.  It’s hard to balance when you know what is coming and how to overcome challenges; that’s why we need you.

We suggest playing through with infinite lives at first, and then afterwards playing without infinite lives. Additionally, the experience is best when you are playing local couch co-op. There are a few technical issues later in the campaign which inhibit gameplay over internet multiplayer. If you get stuck in such positions, post on the workshop or the official forums and we will give you tips on how to proceed.

The general structure of the campaign is fairly linear with optional side branches. These branches will evolve as we release more content. Our goal is to make the branches worthwhile by having them offer gold and, more importantly, upgrade tokens which allow the main vendors in the central town to sell higher tiers of upgrades. Although it is not impossible to beat the bosses without these upgrades, we encourage it.

At this point in time, some of the “breadcrumbs” meant to lead the player forward through the main quest could be confusing, so pay attention to dialogue. Also, the over-world is not as dense as it should be. Soon it will be a lot more interesting, but don’t be afraid to tell us what we have done wrong here.

Moving forward, we will be vigilant in the coming weeks. Expect balance and polish patches, bug fixes, and more content on a weekly basis. If you are worried that you will have to beat the same content over and over again to see new content, don’t fear. The next beta update will include a way to skip tiers and level up in campaign (this will be removed upon full release).

We are excited to see you break our campaign.

- Jon, Graham, and the rest of the Dingovania team.

TL;DR

We've released a beta, download is on the workshop and on mega.

Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=417040187 (http://steamcommunity.com/sharedfiles/filedetails/?id=417040187)

Mega: https://mega.co.nz/#!HMo2ELZI!pDHa1FiH_Um4535RL11GP9368xezrtwOkj_uWbpIprw (https://mega.co.nz/#!HMo2ELZI!pDHa1FiH_Um4535RL11GP9368xezrtwOkj_uWbpIprw)
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.04 - Update March 31, 2015
Post by: Hipshot on April 01, 2015, 08:41:06 AM
Some of these themes are of really high quality, especially the tombs theme and the assets in there, enemies, walls and spawners. Some other assets could probably use some work, like the trees in the forests, but I know, trees are difficult to design and takes A LOT of time to make.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.04 - Update March 31, 2015
Post by: t0werblade on April 01, 2015, 08:10:25 PM
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.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.04 - Update March 31, 2015
Post by: dingoZero on April 02, 2015, 12:30:20 AM
I should post some of my first tries at art.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.04 - Update March 31, 2015
Post by: t0werblade on April 02, 2015, 01:12:30 AM
http://imgur.com/SZV2Blk (http://imgur.com/SZV2Blk)

This is my favorite.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.04 - Update March 31, 2015
Post by: dingoZero on April 02, 2015, 02:12:25 AM
A lot of the good ones have been deleted or lost in the depths of the backups.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.04 - Update March 31, 2015
Post by: Hipshot on April 02, 2015, 10:14:28 AM
Haha "first pixel art" =)
This is more or less my first pixel art ever, actually, not long before we started Hammerwatch so. Then you improve pretty fast when you sit 24/7 with it
http://zfight.com/misc/images/firstpx.jpg
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.04 - Update March 31, 2015
Post by: rpc190 on April 02, 2015, 01:16:42 PM
Wow, I played through this yesterday, it's fantastic. This is definitely the most ambitious and aesthetically pleasing campaign on the workshop. I thought your trees looked perfectly fine to me, and the boat was my favorite piece of art, I raved about it to the person I was playing with.

For those that haven't played through this yet I advise you to do so, also there are spoilers below:

My favorite puzzle ideas were the flame maze that you have to guide the zombies through and the pathing concept of the mine tracks. The only puzzle we couldn't complete was the many staircases puzzle in the crypts. We went down every staircase on both levels numerous times but never figured out what we were supposed to do and ended up having to restart via save since there is no way out.

Even though it was a beta I found it very polished, however we did find a couple of bugs to report:

In the sewers there a room block off by a fence, you can walk through the top part of the fence at least 1 spot.
(http://cloud-4.steamusercontent.com/ugc/530637837918756080/E8211AE7F414078F9A478B3D825527CF4AA2C303/)

In the dank forest there are a couple of places where you can get through all the trees, not sure if this really matters to you since you do have the emergency collosion.
(http://cloud-4.steamusercontent.com/ugc/530637837918756201/F55492C6A9E05B5602BCC1D4EC63E9429201D3B5/)

In the area where you have to lure the zombies to the fire you can hit the switch on the right even when the firetraps are deactivated and it will play the 'deactivate' animation.

There were a couple of areas where you couldn't shoot through some doodads such as fences, maybe you wanted it this way but the one I noticed the most was the planks in the abandoned mine.

The music definitely has issues with more than one player, we had town music playing while fighting in some caves and jungle. The spider boss music didn't start playing until after we kill him.

When we got the spider boss down to around 20% he stopped functioning and just stood there while we finished it off.

Great work guys, looking forward the future updates.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.04 - Update March 31, 2015
Post by: Hipshot on April 02, 2015, 09:39:32 PM
So we completed the entire thing today.

This is a great level for sure, the mine cart thing was so fun and the swamp parts looks very very good, the moving grass is excellent. We have a "real" function for that in the new engine actually =) We also have a wind system, which can be seen demoed here (http://zfight.com/misc/images/ssbd/2015/mar/trees.gif)!

We are really looking forward to the next chapter.

Btw, we also noted those errors that rpc had with the enter/exits in the crypts and, seems a lot of speech bubbles overlaps each other.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.04 - Update March 31, 2015
Post by: dingoZero on April 02, 2015, 11:23:16 PM
I'll work on fixing all of those errors. I want to redesign the catacombs arrow/stairs "puzzle" to be something completely different. The spider boss is still WIP. The animations aren't completely done yet and I still want to tweak her abilities and the encounter. Some of the speech-bubbles break in multiplayer, I'm going to fix them all so that they're only trigger-able once per "rotation" of speech.

We've decided to release the second half of the campaign all in one chunk. In the meantime all of the updates we release will be aimed at polish and bugfixes to this beta file. I want to add more puzzles and more depth to the overworld, as it is a pretty flat and boring part of the campaign. The design goal is that there will always be something to do there in-between acts of the campaign.

Also, about the moving grass. I used to be able to be cut, like the grass in Zelda games. I really liked the way that this worked, but it had too big of a performance impact. It also had the benefit of "obscuring" the player from any enemies. Both of these features relied on collision; unfortunately pathfinding and collision are the two biggest performance drains, especially over multiplayer.

We are glad that you all liked it and are determined to keep working until it's closer to perfect.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.04 - Update March 31, 2015
Post by: Dai Tou Zai on April 03, 2015, 06:04:35 AM
hour and a half later and i still can't find the shop keeper to upgrade my damage and stuff, i have like 20k too Q.Q
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.04 - Update March 31, 2015
Post by: dingoZero on April 03, 2015, 07:10:48 AM
It's in the central town.  ;)
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.04 - Update March 31, 2015
Post by: dingoZero on April 03, 2015, 07:12:23 AM
I guess a billboard with the word "SHOP" on it might come in handy.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.04 - Update March 31, 2015
Post by: Hipshot on April 03, 2015, 10:21:21 AM
Hmm, I suggest you rethink the water outside, right now, that permadeath is kinda bad, even with the signs. We even managed to get a paladin over anyway with a priest healing at the same time. Still...
I think you should place collision there instead, just place some walls and hide them.

I know you have performance issues in the overworld, but that's because of all the units (around 17000 I think) you are using, maybe the size can be reduced a slight bit without losing the feeling of it?
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.04 - Update March 31, 2015
Post by: dingoZero on May 17, 2015, 10:32:08 PM
Update 1.06 is on the workshop.

-Balanced the thieves in the sewer, Goldface and his goons should be less deadly.
-Re-worked the Obelisk towers in the Catacombs.
-Balanced the explodey zombie lumps in the catacombs. They should do less damage.
-The ranger mini-boss does less damage and shoots fewer arrows.

-Dying via drowning is no longer possible.

-Added two new enemy types in the waters of Dingovania.
-Added new music to the mines and caves of Dingovania.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.06 - Update May 17, 2015
Post by: Flemse on May 31, 2015, 01:25:04 AM
Found a game breaking bug. When you don't go into the the teleport by the guy who asks you to get his magic book, but instead take the one on the left, you get caught by the boss in the tomb, behind the closed gates.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.06 - Update May 17, 2015
Post by: nutria on February 08, 2016, 06:20:43 PM
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?
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.06 - Update May 17, 2015
Post by: t0werblade on February 11, 2016, 06:43:39 PM
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.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.06 - Update May 17, 2015
Post by: dingoZero on February 11, 2016, 06:58:27 PM
Fixed it. Two of the LevelStarts had the same index. Heh.

Also, we're not going to be able to push the update right away because the town is in shambles. It's getting a facelift/overhaul, but currently it's barely functional.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.06 - Update May 17, 2015
Post by: nutria on February 12, 2016, 02:06:14 PM
Thanks for the fix. I will try it and give you a feedback :-)
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.06 - Update May 17, 2015
Post by: dingoZero on February 12, 2016, 04:51:34 PM
Unfortunately, it's only fixed on our internal build.

This will be pushed to steam once we do some more things to the revamped town.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.06 - Update May 17, 2015
Post by: nutria on February 13, 2016, 10:45:02 AM
doh.... ok i wait   :'(
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.06 - Update May 17, 2015
Post by: dingoZero on February 13, 2016, 11:09:56 PM
I'll get the whip out so Jooby will work faster ( ͡° ͜ʖ ͡°).
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.06 - Update May 17, 2015
Post by: Hipshot on February 21, 2016, 12:53:22 PM
We are all looking forward to this update =D
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 1.06 - Update May 17, 2015
Post by: t0werblade on March 22, 2016, 05:46:47 AM
VERY SOON  ;)
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 2.0 - Update March 23, 2016
Post by: dingoZero on March 24, 2016, 04:17:23 AM
Update pushed.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 2.0 - Update March 23, 2016
Post by: HiyaMaya on April 18, 2016, 07:03:43 PM
So me and a friend were playing and we activated the quests in the forest where you have to get Greg to sign his boxers and the spider quest then we saved a quit the game. When we came back on, the text boxes in the forest were misaligned and we couldn't get Greg to sign the boxers and couldn't give the seeds back to David.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 2.0 - Update March 23, 2016
Post by: dingoZero on April 22, 2016, 02:27:36 AM
So me and a friend were playing and we activated the quests in the forest where you have to get Greg to sign his boxers and the spider quest then we saved a quit the game. When we came back on, the text boxes in the forest were misaligned and we couldn't get Greg to sign the boxers and couldn't give the seeds back to David.

Noted. Thanks :)
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 2.1 - Update July 6, 2016
Post by: dingoZero on July 06, 2016, 07:53:35 PM
Update Bump.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 2.1 - Update July 6, 2016
Post by: TheJossaps on September 25, 2016, 12:52:32 PM
Loving the campaign so far, but I have run into a bug that has halted my progress.

We went to the cult camp to the west of Dingo Town and had to kill Sungazer Jack's juniper berry crops. We killed it but the VITA cultist NPC who gave us the quest disappears in the middle of the camp and the quest status in the menu still says we have to kill the crops.

What happened before was that when we first killed the crops, a blue rectangle dropped from the crop. When we picked it up, the game crashed on me. After we've tried numerous times to restart the game and kill the crops again, the blue rectangle doesn't drop anymore. So I am unsure if that was the cause.

Can anyone help or at least help edit our save file? We want to finish the game and it's unfortunate it came to a sudden stop due to a bug.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 2.1 - Update July 6, 2016
Post by: l_u_p_u_s on December 28, 2016, 02:52:38 PM
Hi Dingovania Devs and Hammerwatch community. I want to add another bug report.

First of all, what I have seen so far looks like the best custom Hammerwatch map I have played. Thumbs up! Unfortunatly, I could only play through the sewers and have a quick look at Dingo town. After traveling south, to the house of Oobie the smuggler, the game crashes. I tried loading an older savegame for several times, but the game always crashes at the same location.


The crash also seems to corrupt the savegame. Restarting Hammerwatch after the first crash keeps crashing the game while attempting to load the previous (now corrupted) savegame.

I started as ranger, if this could be anyhow connected to the crash.

I can provide a savegame (copy, uncorrupted) from the bonfire right before Oobie's house, if that helps.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 2.1 - Update July 6, 2016
Post by: Juddinator on February 09, 2017, 02:40:47 PM
Hi Dingovania and Hammerwatch Community,

I just want to say that I absolutely love Hammerwatch. Dingovania is also an amazing custom map - thank you!  ;D

However, I think I might have found a bug. Currently, I am in a single player Dingovania game in the Greenrealm, the second part of the level, (see attached screengrab). I successfully activated the button on the left last night and entered the green door I'm standing next to. However, because it was late and I got immediately killed by the weights dropping up and down I went back up to the save button, saved, and left the game.

Today I loaded my saved game and the green door is back and the circuit board column above me will not allow me to destroy it again and open the door. I've tried everything going right through the level again looking for things I might have missed but cannot find a way to open the door. Unfortunately, I also do not have an earlier save game to go back to in order to try again (I know stupid!).

Is this a bug or can some kind person help me out?

Many thanks,

Juddinator
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 2.1 - Update July 6, 2016
Post by: dingoZero on February 09, 2017, 11:33:03 PM
Is this a bug or can some kind person help me out?

Many thanks,

Juddinator

You may be able to utilize the debug version of Hammerwatch which is located in the same folder as the editor. Make sure you move your current save to the save folder in the new location as well.

Also, you're going to want to put the following code into a text editor, and save it as "console.xml".

 After this, run the debug version of the game, load your save, and use the "b" key to toggle noclip through the wall. This is the only possible solution I can think of, specifically because this level doesn't exist in our current internal build.
Code: [Select]
<console>
<bind key="F1" command="drawphysics" />
<bind key="F2" command="drawfps" />
<bind key="O">
<command command="speed 1" />
<command command="noclip 0" />
</bind>
<bind key="P">
<command command="speed 5" />
<command command="noclip 1" />
</bind>

<bind key="B">
<command command="noclip" />
</bind>

<bind key="C">
<command command="god" />
<command command="print god" />
</bind>




<bind key="F7">
<command command="reloadui" />
</bind>



<bind key="F5" command="clearenemies" />


<bind key="N">
<command command="save a" />
<command command="print save" />
</bind>

<bind key="M">
<command command="load a" />
<command command="print load" />
</bind>





<bind key="D1" command="speed 1" />
<bind key="D2" command="speed 0.5" />
<bind key="D3" command="speed 0.25" />
<bind key="D4" command="speed 2.5" />
<bind key="D5" command="speed 5" />



<bind key="D0" command="givekey 2" />
<bind key="D9" command="givekey 1" />
<bind key="D8" command="givekey 0" />
<bind key="D7" command="givekey 4" />
<bind key="D6" command="givekey 3" />

<bind key="NumPad1" command="zoom 8" />
<bind key="NumPad2" command="zoom 16" />
<bind key="NumPad3" command="zoom 24" />
<bind key="NumPad4" command="zoom 32" />
<bind key="NumPad5" command="zoom 48" />
<bind key="NumPad6" command="zoom 64" />
<bind key="NumPad7" command="zoom 96" />
<bind key="NumPad8" command="zoom 128" />
<bind key="NumPad9" command="zoom 256" />

<bind key="F8" command="pause" />

<bind key="F12">
<command command="print A4 end" />
<command command="giveupgrades misc1 misc2 misc3 misc4 misc5 off1 off2 off3 off4 off5 def1 def2 def3 def4 def5"/>
<command command="giveupgrade combo"/>
</bind>

<bind key="F11">
<command command="print A4 start" />
<command command="giveupgrades misc1 misc2 misc3 misc4 off1 off2 off3 def1 def2 def3"/>
<command command="giveupgrade combo"/>
</bind>

<bind key="F10">
<command command="print A3 start" />
<command command="giveupgrades misc1 misc2 off1 off2 def1 def2"/>
<command command="giveupgrade combo"/>
</bind>

<bind key="F9">
<command command="print A2 start" />
<command command="giveupgrades misc1 misc2 off1 def1"/>
<command command="giveupgrade combo"/>
</bind>




</console>

Title: Re: [CAMPAIGN][BETA] Dingovania BETA 2.1 - Update July 6, 2016
Post by: Juddinator on February 10, 2017, 08:08:24 PM
Dear DingoZero,

thank you so much your suggestion! It got me through the door and I have just beaten Degrassio! Wow, what a game... I just wish it was even longer :)

Sincerely and with many more thanks,

Juddinator
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 2.1 - Update July 6, 2016
Post by: dingoZero on February 11, 2017, 08:49:12 PM
Glad you liked it.

Soon (tm) we will release a new version that will have many updated things as well as some new things.

Hopefully there is still enough interest to have at least one person play it.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 2.1 - Update July 6, 2016
Post by: Duemanshi on February 13, 2017, 03:07:01 AM
Just finished this last night with my girlfriend, we loved every moment of it and were impressed with all the detail and assets that were put into this campaign. Please, try to finish this project, I can tell a lot of love was put into this, I'll be keeping my eye out for an update, I'd play the campaign over again in a heartbeat.

I understand it must be hard working on something like this on top of life's normal responsibilities, but, do you have any sort of timeline?
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 2.1 - Update July 6, 2016
Post by: Flemse on February 13, 2017, 09:28:32 AM
It's good to hear that you guys are still working on it, keep up the good work.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 2.1 - Update July 6, 2016
Post by: dingoZero on February 28, 2017, 09:53:18 PM
We're aiming to release an updated public build on Monday, March 6th.
Title: Re: [CAMPAIGN][BETA] Dingovania BETA 2.1 - Update July 6, 2016
Post by: Duemanshi on March 03, 2017, 03:09:21 AM
So exciting to read this news! I'm ecstatic to play the campaign again with my partner. How much content are you guys adding?
Title: Re: [CAMPAIGN] Dingovania - Update March 6, 2017
Post by: dingoZero on March 07, 2017, 03:17:18 AM
We've updated both the dropbox build and the steam build.

This build is more or less complete. We intend on bugfixes after we get feedback.

We hope you enjoy this newer version.
Title: Re: [CAMPAIGN] Dingovania - Update March 6, 2017
Post by: robnananana on March 08, 2017, 12:22:07 PM
Just registered to say thank you for all this dedication!
My girlfriend and I are going to play this soon  ;D
Title: Re: [CAMPAIGN] Dingovania - Update March 6, 2017
Post by: dingoZero on March 09, 2017, 01:07:39 AM
Thank you for kind words.

We forgot to fix a bug with the build we pushed 3 days ago, this bug involved being unable to launch the game as a wizard... This is now fixed.
Title: Re: [CAMPAIGN] Dingovania - Update March 6, 2017
Post by: robnananana on March 19, 2017, 07:55:49 PM
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!
Title: Re: [CAMPAIGN] Dingovania - Update March 6, 2017
Post by: robnananana on March 21, 2017, 04:39:51 PM
Are there any console commands to finish this bugged quest?
Title: Re: [CAMPAIGN] Dingovania - Update March 6, 2017
Post by: Xzereus on March 24, 2017, 01:14:32 PM
I played back in the beta but ran into some issues, so I started a new character last night. You have really polished off the game quite well!

I found just one bug so far, and it wasn't game breaking. While collecting the keys for the giant door, the grave which should be locked until I've walked to each of the skeletons and killed the soldier actually allowed me in if I walked to the right side and then moved left. It's as if I was moving under the lid to the tomb. I was able to get in at this point, but I decided to walk back out and figure out how I was supposed to unlock the tomb first.

Also, is there some sort of hint for the weird electric block puzzle in "A Mysterious Cavern"? It's driving me crazy!

Overall, great map! Very professionally done. We need more maps like this.
Title: Re: [CAMPAIGN] Dingovania - Update March 6, 2017
Post by: t0werblade 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  ;)
Title: Re: [CAMPAIGN] Dingovania - Update March 6, 2017
Post by: robnananana on March 25, 2017, 02:27:25 PM
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.
Title: Re: [CAMPAIGN] Dingovania - Update March 6, 2017
Post by: t0werblade 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
Title: Re: [CAMPAIGN] Dingovania - Update March 6, 2017
Post by: robnananana on April 01, 2017, 12:12:11 PM
Thanks for the reply and looking for some solution!
I'm going to replay the original campaign and then come back to dingovania in a week or so.

Maybe you've got just a little hint for the puzzle? :D
Title: Re: [CAMPAIGN] Dingovania - Update March 6, 2017
Post by: t0werblade 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.
Title: Re: [CAMPAIGN] Dingovania - Update March 6, 2017
Post by: Xzereus on April 03, 2017, 01:28:11 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.
Title: Re: [CAMPAIGN] Dingovania - Update March 6, 2017
Post by: t0werblade 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.
Title: Re: [CAMPAIGN] Dingovania - Update March 6, 2017
Post by: dingoZero on April 06, 2017, 05:08:37 PM
Recently updated the build with the following changes:

- Added more magic letter paths to overworld to help aim players in the
right direction.
- Fixed issue where players would get stuck by invisible physics when
triggering Troy's initial Dingo Keep Dialogue.
- Fixed issue where players were able to enter the mines early by
breaking through the rocks blocking the path.
- Fixed issue where the incorrect sound triggered when a player pressed
the submit button in the diamond health puzzle room
- Fixed issue where players could prematurely enter the sun ritual boss
room by walking in from the right side.
Title: Re: [CAMPAIGN] Dingovania - Update April 6, 2017
Post by: An OK Sparrow on May 26, 2017, 11:14:38 PM
I'm stuck at the point where you talk to Troy and sign the paper. He doesn't give me a follow up objective.
Title: Re: [CAMPAIGN] Dingovania - Update April 6, 2017
Post by: t0werblade 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.
Title: Re: [CAMPAIGN] Dingovania - Update April 6, 2017
Post by: t0werblade 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.
Title: Re: [CAMPAIGN] Dingovania - Update April 6, 2017
Post by: chevkoch on April 05, 2018, 12:30:36 AM
I hope it's fine to give feedback on Dingovania in this thread still, even though the last post has been a longer while ago.

What a fantastic mod: all the great custom assets, beautiful soundtrack, and lots of creative ideas well implemented that lend this mod more of a slight RPG structure compared with the original - mostly all gauntlety - levels. This high level of production quality plus the sheer length of the campaign on top really makes this special I think. Just registered here to say thanks so much for your hard work, I enjoyed Dingovania more than the official campaigns included with Hammerwatch.

In the Greenrealm (I think that's what the last level is called?), I got stuck in front of one of the green, translucent doors though. After it had initially opened fine hitting the [X] floor switch in front of it (subsequently I got returned to this save point a couple of times when I died beyond that door), there came a point when hitting the switch did not open the door anymore.

But using the debug/noclip method posted by dingoZero above (http://hammerwatch.com/forum/index.php?topic=2047.msg6237#msg6237), I was able to progress and finish the game. Again, thanks!
Title: Re: [CAMPAIGN] Dingovania - Update April 6, 2017
Post by: Lohoris on June 05, 2018, 01:01:50 AM
I hope it's fine to give feedback on Dingovania in this thread still, even though the last post has been a longer while ago.

What a fantastic mod: all the great custom assets, beautiful soundtrack, and lots of creative ideas well implemented that lend this mod more of a slight RPG structure compared with the original - mostly all gauntlety - levels. This high level of production quality plus the sheer length of the campaign on top really makes this special I think. Just registered here to say thanks so much for your hard work, I enjoyed Dingovania more than the official campaigns included with Hammerwatch.

In the Greenrealm (I think that's what the last level is called?), I got stuck in front of one of the green, translucent doors though. After it had initially opened fine hitting the [X] floor switch in front of it (subsequently I got returned to this save point a couple of times when I died beyond that door), there came a point when hitting the switch did not open the door anymore.

But using the debug/noclip method posted by dingoZero above (http://hammerwatch.com/forum/index.php?topic=2047.msg6237#msg6237), I was able to progress and finish the game. Again, thanks!

I agree this is a fantastic mod, much more than I could have ever expected.

Unfortunately we are stuck at the green wall too, but having a Mac we don't have access to the editor, so we can't turn on noclip… :/

Any ideas?
Title: Re: [CAMPAIGN] Dingovania - Update April 6, 2017
Post by: GreenDude on September 18, 2018, 12:23:11 AM
Hello everyone,

I just wanted to say AWESOME! Really, this campaign is just unbelievably great. I played it all the way through with my girlfriend but got stuck somewhere in the green realm (can't get by green door with X).

I know this bug was already listed, but I seem to dumb for this "noclip-method" described by dingozero to solve it by myself. I've inserted the console.xml into the editor folder, as well as the save file. However, when I start the debug version of hammerwatch, I cannot load my dingovania save since it says I don't have the corresponding map file...
It would be great if someone could help me resolve this issue - google has left me with more questions than answers.

Thank you very much in advance!!!
And thanks again for this wonderful experience!

__
Furthermore, I can't find the proper way to the golden item in the diverted realm, I always seem to be running in circles... but I'm onto that :)