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Messages - Mumpitz

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1
Bug Reports / Re: Broken Beta Debug-Build (1.21 r1)?
« on: January 31, 2014, 02:28:04 AM »
It was already working before i updated to the 1.21beta
The Folders are placed correctly and the .xml Files info & levels are existing with correct content.

P.S.: There is no Examples Folder at least since December 2013. I bought it via Steam-Winter-Sale and was already experiencing these problems.

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Hammerwatch Discussion / Re: Beta Patch Notes for 1.21 (January 2014)
« on: January 29, 2014, 08:02:17 PM »
For me the Editor looks good, but the debug-release wont load any levels. I updated the other thread.

3
Bug Reports / Re: Broken Beta Debug-Build (1.21 r1)?
« on: January 29, 2014, 12:04:45 AM »
Thx Myran, now the Debug-Build starts again, but it doesnt recognize any campaigns.
If i start it from the Editor with ctrl + t, it says: "Failed to load level".
In the Build, there are levels to choose from.

Singleplayer Campaign also not available, but this sounds correct to me. ("Unavailable in debug build.")

4
Resources / Re: All campaign maps, zipped and ready.
« on: January 25, 2014, 05:00:26 PM »
Maybe cause of the missing info.xml? Read that this is needed together with the levels.xml.

5
Editor Discussion / Re: Kinda cool.
« on: January 25, 2014, 01:27:44 AM »
I tried a bit with the beta 1.21 r1 build. Unfortunately the debug-build wasnt working, so i had to pack a campaign for every testing purpose and load it with the normal build. Felt like compiling the source. ;D

Spawning prefabs work well, but i discovered that prefabs cant include prefabs, but they can spawn them via script. Removing them with DestroyObject -> Last spawned also does not work. But this is logical i would say. The objects of a prefab are just included at this moment and work as single objects from this moment on. The game cant recognize which objects belong to the prefab anymore, right?
There is also a bug i think, spawned prefabs dont enlarge the explorable area on the minimap. It keeps being grey if you walk further away from the initial placed level elements.

I attached my testing campaign where i played a bit with many different editor things.

If you could make tilemaps and prefabs work inside prefabs, it would be awesome. Then i could build generated maps like in diablo. :)
And i could use my opaque walls inside prefabs. That would save me a lot of work in the future.

6
Editor Discussion / Re: Kinda cool.
« on: January 24, 2014, 09:27:54 PM »
Why are tilemaps and s.o. not included in prefabs? Does it cause any problems?
I cant see the reason why they should not be included.
Is it cause tilemaps could mess up with ones already set?

7
Hammerwatch Discussion / Re: Beta Patch Notes for 1.21 (January 2014)
« on: January 24, 2014, 06:39:56 PM »
Am i the only one having trouble starting the debug-build for testing my editor levels?
I also posted in the bug report section: Broken Beta Debug-Build (1.21 r1)?

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Bug Reports / Broken Beta Debug-Build (1.21 r1)?
« on: January 24, 2014, 12:36:46 AM »
I updated some minutes ago to test the new changes to the editor.
First i used an already existing level to test it, guess it, i got an error.
Then i made a complete new emty campaign with an empty level to test, same procedure.
Finaly i tried just to start the debug build without running the editor first. Tadaaaa, error!

I attached my error.txt with the errors of the described last two actions.

Am i missing something?

Thanks in advance

9
Editor Discussion / Re: Adding Doodads, actors, etc...
« on: January 06, 2014, 09:22:12 PM »
I think that Gammer001 misses the assets from assets.bin in the Hammerwatch folder.
To have them for editing i copied the assets.bin to my project/campaign folder inside the editor folder.
For example: ".../Hammerwatch/editor/myproject_campaign/assets/assets.bin"
Then i opened a new window with the editor folder where the ResourceExtractor.exe is, and drag dropped the copy of the assets.bin onto this .exe. After that you can/should delete the assets.bin copy.

Now you have all the assets as files and can work on em. Copy, edit, etc.

If im absolute right with that procedure i dont know. It seems not to overwrite the assets from the assets.bin cause i got some resource errors on refreshing the assets (ctrl+r) or loading a level of that specific project. "assets/tilemaps/file: Multiple tileset using the same level value (assets/tilemaps/file and tilemaps/file)"

Additionaly i get an "could not find file: path/to/file.png" when i try to make an own tilemap. it seems tha the editor is looking in the Hammerwatch root folder for the image instead of my project folder.

Could someone explain how to solve that? A tutorial how to create new own assets and make them available for all projects or just for a specific one would be very nice.

And to the devs: maybe you could think about a tool in the editor to add assets ;)
Maybe after the project/campaign thingy is implemented ;D

10
Editor Discussion / Re: Healing Buff?
« on: January 06, 2014, 09:00:45 PM »
As long as there is just one potion slot it is a bit rediculous to have a potion with you that just stops negative buffs. Than you have to choose between heal or debuff. I would prefer heal as long as the negative buff i not so extremly that it lasts for, lets say 10 seconds and do 50 dmg per second.

Really cool it would get with more than one potion and the ability to switch between potion-slots. Than you could have, lets say, 3 healing and one debuff. On maybe 'E' you switch potions an 'F' activates the currently selected potion.

11
Editor Discussion / [feature] "New campaign" option in editor
« on: January 05, 2014, 09:41:17 PM »
Im quite new to HammerWatch and its editor. Bought it just some days ago.

First problem i encountered was, that the editor wont run my levels. :'(
I figured out that some files are missing an i should copy them frome the editor/examples folder.
But there is no examples folder :o
So i was stuck a bit but the forums could help.

Its quite dissapointing and demotivating if i had to do so much things outside the editor.
I know from several programming editors such as comodo or sublime that they have projects. In comodo their are several files that come with a new project.

Here is my feature request:
How about adding a "new campaign" option to the file menu that asks for a name and creates the folder with the nessesary files? Should be quite simple, or?
Maybe you could also add a tools option to compile a campaign folder to a file for live game.

I would like to see the posibility to create/save/open campaigns and have a tab where i can select/add/remove levels to or from the campaign. From this tab you choose edit to edit a specific level and maybe you can handle custom assets from this tab. That would be a bigger change, but i think it would be worth doing it.

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