Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - NekoBaron

Pages: 1 ... 3 4 [5] 6 7 ... 9
61
Hammerwatch Discussion / Re: Future patches, upcoming features and fixes.
« on: October 20, 2013, 11:05:00 PM »
I'm eager for the desert tileset to use in my campaign, but yeah it takes a long time to get one made plus coding all the xml takes a lot of time too.

Plus I'd love to see if we can get a few extra scripting elements made for more complexed puzzles.

Biggest problem Hammerwatch has is getting multiplayer matches together, its always looks empty since obviously you can only join at the start of a game.

62
Technical Support / Re: Alchemy error
« on: October 20, 2013, 02:40:31 PM »
Its a common problem with windows 8 being suck, also its Open Audio Library not Open Alchemy :p

hammerwatch.com/OpenAL32.dll put that into your hammer watch directory.

will be in something like steam/steamapps/common/

63
Editor Discussion / Re: Opening Source Files
« on: October 19, 2013, 06:05:36 PM »
Where are you placing your campaign assets?

IE my campaign is Azuron so all the levels/actor/doodads/items folders are inside that folder, which I have in the editor folder.

So currently my campaign folder looks like Hammerwatch/Editor/Azuron
And that's where all the actors/doodads/levels folders are placed.

I edit all my assets manually from their folder with notepad++, I actually never noticed you could open source from the editor until you mention it today, I'm sticking to keeping my folder open though.

The assets I my azuron folder wont show in the editor unless I load a level from the azuron/levels folder which is the right way to have them loading since they wont override or load up with any other levels/campaigns.

64
Editor Discussion / Re: Opening Source Files
« on: October 19, 2013, 03:56:20 PM »
I just get unable to open file since I put the original assets in a assets folder so modifying them wont mess up the game.

Though like you said even the actual xml scripts I made personally wont open with the editor since it doesn't look in the current mod folder.

Kind of a tricky thing to fix since its based on overriding, personally I wouldn't let open them in the editor unless they're in the current active folder used by the open level.

65
Technical Support / Re: Editor started crashingo n startup?
« on: October 18, 2013, 09:16:39 PM »
Did you mess with any of the resources? Like say try and create or edit an actor leaving it with bad xml code because that what it looks like to me.

66
Custom Maps / Re: [CAMPAIGN][WIP] Azuron
« on: October 17, 2013, 08:13:14 PM »
Just bumping to say I updated it a bit more.

The 1st dungeon shouldn't reset now when you leave it.
Added the start of the desert area and a desert tunnel to get though with a small arena fight.

I still need to add proper details and fill in the gaps, I'm currently just using invisible walls to block walking off the map and such.
This is just a small update really and I haven't managed to goes through it fully in one run yet only tested in sections.

Currently I'm delayed on the graphics for the 2nd dungeon waiting to see what theme_E is going to look like when its released since I've read it fits the theme. Its going to be a sort of desert ruins tomb with puzzles and trap.

67
Custom Maps / Re: [Campaign][WIP] Diablo 1: Hammerwatch Editor
« on: October 15, 2013, 09:56:24 PM »
Instead of using 15 lights to light up the map, click the lighting tab and change the top 2 colours, they set the levels global ambient light and shadow colours.

68
Editor Discussion / Re: Parralax?
« on: October 14, 2013, 09:59:39 PM »
best solution would be animated doodad for what you want, not ideal though and pieces would have to fit perfectly.

69
Editor Discussion / Re: Parralax?
« on: October 14, 2013, 05:17:11 PM »
I just forced a level change for the world map on my custom campaign when moving to the desert so you have to pass though a small desert outpost first, then everyone in the desert at once.

70
Editor Discussion / Re: Requesting CompareVariables script object
« on: October 13, 2013, 07:03:07 PM »
Forgot to also suggest a set variable based on another variable, so you can set a variable based on another one, so we can copy/add/subtract easily between them, makes random combination puzzles a lot easier to set up.

71
Editor Discussion / Re: Puzzle problems
« on: October 12, 2013, 09:40:32 PM »
Just leave a lil credit note somewhere and its fine, I intend to release my puzzle pack for free at some point anyway.

Plus I like playing with the scripting objects anyway.

72
Editor Discussion / Re: Puzzle problems
« on: October 12, 2013, 05:04:30 PM »
Took a bit, and made a few mistakes since I made all of it before testing but it works now, only 4 buttons though and not randomised.

https://www.dropbox.com/s/cid0a73dqsxfbcz/puzzle_I.xml

73
Editor Discussion / Re: Puzzle problems
« on: October 12, 2013, 04:04:35 PM »
I will probably do a tutorial for a 3 button one at some point for the wiki.

Made a few complexed puzzle my self http://hammerwatch.com/forum/index.php?topic=1739.0 theyre a total mess to look at if you saw em in the editor.

74
Editor Discussion / Re: Puzzle problems
« on: October 12, 2013, 02:34:29 PM »
You will want 2 counters, 1 counter will track how many have been pressed and the other counts how many were correct.

Each time a button is pressed:
Check the button counter is equal to the order you want it pressed in (IE on the first button you want to be correct use a check to see if the button counter is = 0, if true add 1 to the correct counter)
Use a disable element on the area check so the button cant be repressed again instantly.
Add 1 to the button counter with a delay of 100.
Check if button counter is = 5 with a delay of 200

If true then all buttons have been pressed, so on the true output you do a check to see if the correct counter =  5.

If its true you can activate whatever you want.

If its false you set both counters back to 0
change the buttons doodads to pop back up, you can link a single change doodadstate to all of em. Add a delay of 1000
use enable element on all of the area checks so they buttons can be pressed again, with a delay of 1100.


I'm not brilliant at explaining it in words but if you can follow it you should have a functioning puzzle.
If you want it random every play through it becomes a bit more complexed but its possible, just a lot harder to explain in chat.

75
Editor Discussion / Re: Infinite range
« on: October 10, 2013, 12:57:22 PM »
Have you considered like an alternative to let the map editor help the AI, like you can place an AI node in main areas to make it so if the player is too far it will try to nave to a node instead?

Like if player distance > 30 then do a quick nav mesh from custom placed nodes, I reckon you might be able to work something like this but in general most people aren't going to be using AI to nav from miles away. Though an invincible Minotaur chasing you through a maze would be entertaining.

Pages: 1 ... 3 4 [5] 6 7 ... 9