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Topics - Heretic

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Custom Maps / [RELEASED] - Ravenwatch - Act 1 BETA - 0.18
« on: December 05, 2013, 12:39:51 PM »
Download Link (42MB) v0.185

<a href="" target="_blank"></a>

Be sure to change the quality to 720p or Higher!

Be sure to check it out on the Steam Workshop and leave me a comment! Any feedback is welcome, let's make this the best mod that we can!


New Monsters, ghosts, demons, vampires, ravens, scorpions, and more!
2 Acts are planned
New Music **
Original Tilesets and Doodads
New traps and items!
Minigames *

*More to be patched later
** Will be added later

Castle Ravenwatch sits on top of a island mountain alone and dark. Very few people venture to the island, as there are rumors that it is haunted by the thousands of souls taken by the great lich who built the castle.

Pretty standard eh? Having a lot of fun building it, and any help would be welcome. If you have some skills you'd like to contribute just let me know!

patch notes

Update: Jul 18 @ 4:04am
-Fixed invisible wall on bridge to 1st Reaper - not sure how it happened, but it's been shot in the face.

Update: Jul 14 @ 7:04am

Version 0.18
-Fixed crypt collision that allowed you outside the level.
-Fixed various tileset graphical glitches and layering
-Fixed second bronze key on Level 2 not always spawning
-Fixed rain parallax discoloration
-Changed rain to randomly change intensity and frequency, turns on and off.

Update: Jul 7 @ 3:51pm
Patch 0.17


-Changed minigame in town only viewable by Ranger, Wizard, Priest, and Thief
-While playing the minigame, the range will be increased to allow playing as follows:
--Thief fan of knives throws 2 knives and cost 0 mana, 2gold
--Wizard's fireball range increased to 6.5
--Priest Beam range increased to 8

The Palading and Warlock do not ahve abilities that allow the target practice.

-Removed custom skin for warlock - was accidently placed and not intended as part of Ravenwatch.
-Ravens now properly do damage in Easy mode.

Tree Thorn projectiles now much easier to see.

Level 3:
-Spine Shooter now spawns properly in the sarcophagi
-Bronze doors now properly spawn loot.

Update: Jul 6 @ 2:14pm

Version 0.15
-Updated Ravenwatch Preview Icon
-Changed minigame price from 200+ to 35 for both Easy Mode and Man Mode

- Fixed collision bug that allowed you to walk outside the level

-Fixed graphical bugs when walking into caves - all textures should disappear or remain properly now. (Thanks for the feedback to find these!)
-Fixed exploit that allowed you to walk around the obstacle area of hand traps

-Fixed exploit that allowed you to avoid parts of the hand traps in the obstacle area.
-Fixed hand trap prefab to no longer damage during multiplayer (due to lag)

Thanks for checking it out guys!

Editor Discussion / Enemies immune to danger areas?
« on: November 28, 2013, 12:21:43 AM »
In the survival map that was released I notice that bats will fly over the spikes and not be damaged - but when I'm making danger areas in my campaign the enemies seem to be hurt by the danger area no matter what. Am I missing something?

Editor Discussion / Sound Effects - Mysterious "Thud"
« on: November 27, 2013, 10:01:33 PM »
I'm implementing the sound effects for my ravens, and I have a simple "Caw" for when they die. The .wav is a clean and clear "caw" but when they die in-game there is a 'thud' at the end of each death sound. Does anyone know what could be causing this or how I should go about troubleshooting it?

Here is the .wav so you can hear there is no thud:

Technical Support / Editor Out of Memory
« on: November 15, 2013, 03:12:51 PM »
Soooo I've possibly pushed this editor a bit too hard, and have a fairly large level with tons of new assets - It's to the point now where when I work for 2-5 minutes it crashes due to memory. For future levels I'll try to keep them smaller but this level has a small ways to go to be finished and I'm wondering if there is a way to increase the amount of memory the editor can use or reserve? Or are there any tips to get the editor to crash less?

Editor Discussion / Collectibles - How do they work?
« on: November 14, 2013, 11:40:31 PM »
I can't see anything in the .xml files that show how the collectible items work. The coins give a discount on stores - how is that configured in the XML or in the editor? The levels released don't show any scripting for the coins. The planks have a global counter - which makes sense and is easy to figure out - but the coins themselves give a discount without any apparent method :/ 

The main difference I see is that the plank behaves as 'collectible' while the coins behave as 'money' with a value of 0.

Does having the Value of 0 have some hard-coded properties?

Hammerwatch Discussion / PLEASE this is RIDICULOUS
« on: October 25, 2013, 12:57:48 AM »
put a link to the FORUMS on your HOME PAGE. This is a serious issue that was brought up several times and never addressed. It is literally the easiest thing in the world to do. This community is suffereing because nobody knows these forums exist. If they existed they'd be on the homepage right?

Here is the code for the link:
Code: [Select]
Put that literally anywhere on the front page. Or put it 10x on the front page.

Sorry to be so impatient about this, but its hurting the community every day that your home page doesnt link here, and a lot of the people that bought this game and looked for forums and couldnt find them are off playing other games with communities and links to forums. Game is too fun to hide, please link to the forums.

You should even link tot he forums INSIDE the game, most big games are doing that these days. Just add a new button called "Community" or even a button that says "Custom Dungeons" that links to the custom maps forum.

Editor Discussion / Shadow Layers
« on: October 21, 2013, 09:19:30 PM »
So I've only been able to get items to be "under" a wall's shadow by placing it on the doodad layer 0. When on layer 1 or higher it is not affected by the wall's shadows. This is even if the wall is on a higher layer, etc. Is therea  way to get other layers to be affected by a shadow?

Editor Discussion / Opening Source Files
« on: October 19, 2013, 03:17:46 PM »
When opening the source file from inside the editor, it opens the hammerwatch/assets/ version, rather than the hammerwatch/editor/mod folder. So the changes made when using the source file directed by the editor don't actually show in the editor when you reload the resources, as the assets in the mod folder are unmodified and take priority.

Technical Support / Editor started crashingo n startup?
« on: October 18, 2013, 08:48:37 PM »
The editor crashed on me, the usual 'ran out of memory' but this time on boot up it crashes with this:
Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.OverflowException: Value was either too large or too small for an Int32.
   at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
   at TiltedEngine.SValue.ParseXMLNode(XElement node) in C:\Arbete\Programmering\C#\ARPGProj\trunk\Tilted Engine\TiltedEngine\SValue.cs:line 199
   at TiltedEngine.SValue.ParseXMLNode(XElement node) in C:\Arbete\Programmering\C#\ARPGProj\trunk\Tilted Engine\TiltedEngine\SValue.cs:line 186
   at TiltedEngine.ResourceBank.LoadBehavior(XElement root) in C:\Arbete\Programmering\C#\ARPGProj\trunk\Tilted Engine\TiltedEngine\ResourceBank.cs:line 820
   at TiltedEngine.ResourceBank.LoadActor(XElement root, String name) in C:\Arbete\Programmering\C#\ARPGProj\trunk\Tilted Engine\TiltedEngine\ResourceBank.cs:line 834
   at TiltedEngine.ResourceBank.LoadXML(String name) in C:\Arbete\Programmering\C#\ARPGProj\trunk\Tilted Engine\TiltedEngine\ResourceBank.cs:line 170
   at TiltedEngine.ResourceBank.LoadBaseResources() in C:\Arbete\Programmering\C#\ARPGProj\trunk\Tilted Engine\TiltedEngine\ResourceBank.cs:line 62
   at TiltedEditor.TiltedEditorViewControl.LoadResources(String mod)
   at TiltedEditor.TiltedEditorViewControl.TiltedEditorViewControl_Load(Object sender, EventArgs e)
   at System.Windows.Forms.UserControl.OnLoad(EventArgs e)
   at System.Windows.Forms.UserControl.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
    Assembly Version:
    Win32 Version: 4.0.30319.1008 (RTMGDR.030319-1000)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    Assembly Version:
    Win32 Version:
    CodeBase: file:///C:/Program%20Files%20(x86)/Hammerwatch/editor/HammerEditor.exe
    Assembly Version:
    Win32 Version:
    CodeBase: file:///C:/Program%20Files%20(x86)/Hammerwatch/editor/TiltedEditor.DLL
    Assembly Version:
    Win32 Version:
    CodeBase: file:///C:/Program%20Files%20(x86)/Hammerwatch/editor/Hammerwatch.EXE
    Assembly Version:
    Win32 Version:
    CodeBase: file:///C:/Program%20Files%20(x86)/Hammerwatch/editor/TiltedEngine.DLL
    Assembly Version:
    Win32 Version: 4.0.30319.1002 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    Assembly Version:
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    Assembly Version:
    Win32 Version: 4.0.30319.1001 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    Assembly Version:
    Win32 Version: 1.4.123a
    CodeBase: file:///C:/Program%20Files%20(x86)/Hammerwatch/editor/SteamworksManaged.DLL
    Assembly Version:
    Win32 Version:
    CodeBase: file:///C:/Program%20Files%20(x86)/Hammerwatch/editor/OpenTK.DLL
    Assembly Version:
    Win32 Version:
    CodeBase: file:///C:/Program%20Files%20(x86)/Hammerwatch/editor/OpenTK.GLControl.DLL
    Assembly Version:
    Win32 Version: 4.0.30319.233 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    Assembly Version:
    Win32 Version:
    CodeBase: file:///C:/Program%20Files%20(x86)/Hammerwatch/editor/NVorbis.DLL
    Assembly Version: 3.3.4981.29352
    Win32 Version: 3.3.4981.29352
    CodeBase: file:///C:/Program%20Files%20(x86)/Hammerwatch/editor/FarseerPhysicsOTK.DLL
    Assembly Version:
    Win32 Version: 4.0.30319.1 built by: RTMRel
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll
    Assembly Version:
    Win32 Version: 4.0.30319.1015 built by: RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the section.
The application must also be compiled with debugging

For example:

    < jitDebugging="true" />

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

I have tried moving the entire hammerwatch folder to outside of Steam like a previous remedy :P

Editor Discussion / Parralax?
« on: October 08, 2013, 03:44:42 PM »
What is Parallax and how does it work in Hammerwatch? Are there any examples that I can see to get an idea?

Editor Discussion / Item Corpses
« on: September 20, 2013, 12:04:27 PM »
Are Item Corpses a thing? My hope is that I can have gravestones in my graveyard be the main destructible item throughout the level - but would be way cooler if I could leave a broken gravestone behind.

If this isn't possible I might be able to reach the same effect by creating a gravestone 'character' who has like no range no damage etc, but drops stuff like a box or barrel does - does that seem feasible?

Editor Discussion / Hammerwatch levels
« on: September 15, 2013, 05:41:32 PM »
I remember somewhere there was posted the hammerwatch levels so that people could open them, change them, or see how certain things were done in the campaign so they could do it in theirs? It may have been on the steam forums before there was a separate forum for the editor, but that seems to be gone now. Are there any plans on releasing one or more of the levels again so that people can pick them apart for scripts and examples?

Technical Support / 1.1 stats crash
« on: September 14, 2013, 07:01:22 PM »
On the survival map I try to see m.stats button but it crashes. Also, during survival there is a big pink box below the menu options. Or as the last menu button or something?

Code: [Select]
--- UNHANDLED EXCEPTION - 9/14/2013 12:59:13 PM - HMW 1.1 ---
System.NullReferenceException: Object reference not set to an instance of an object.
   at ARPGGame.Menus.StatisticsMenu.FillSlot(Int32 player, Func`2 getData, Widget widget, Func`2 getTotalStr) in c:\Arbete\Programmering\C#\ARPGProj\trunk\ARPG\ARPGGame\Menus\StatisticsMenu.cs:line 134
   at ARPGGame.Menus.StatisticsMenu.ShowStat(String stat) in c:\Arbete\Programmering\C#\ARPGProj\trunk\ARPG\ARPGGame\Menus\StatisticsMenu.cs:line 106
   at ARPGGame.Menus.StatisticsMenu.LoadGUI(GUILoader loader, ResourceBank resBank) in c:\Arbete\Programmering\C#\ARPGProj\trunk\ARPG\ARPGGame\Menus\StatisticsMenu.cs:line 47
   at ARPGGame.Menus.StatisticsMenu..ctor(GameBase gameBase, ResourceBank resBank, StatisticsTracker[] statsData) in c:\Arbete\Programmering\C#\ARPGProj\trunk\ARPG\ARPGGame\Menus\StatisticsMenu.cs:line 19
   at ARPGGame.GameBase.SetMenu(MenuType menu, Object[] parameters) in c:\Arbete\Programmering\C#\ARPGProj\trunk\ARPG\ARPGGame\GameBase.cs:line 738
   at ARPGGame.Menus.GameOverMenu.<GetFunction>b__0(Widget ) in c:\Arbete\Programmering\C#\ARPGProj\trunk\ARPG\ARPGGame\Menus\GameOverMenu.cs:line 55
   at ARPGGame.GUI.ButtonWidget.KeyboardTrigger(Int32 d) in c:\Arbete\Programmering\C#\ARPGProj\trunk\ARPG\ARPGGame\GUI\ButtonWidget.cs:line 74
   at ARPGGame.Menus.GameMenu.Update(Int32 ms, Boolean updateControls) in c:\Arbete\Programmering\C#\ARPGProj\trunk\ARPG\ARPGGame\Menus\GameMenu.cs:line 77
   at ARPGGame.Menus.GameOverMenu.Update(Int32 ms, Boolean updateControls) in c:\Arbete\Programmering\C#\ARPGProj\trunk\ARPG\ARPGGame\Menus\GameOverMenu.cs:line 37
   at ARPGGame.GameBase.Update(Int32 ms) in c:\Arbete\Programmering\C#\ARPGProj\trunk\ARPG\ARPGGame\GameBase.cs:line 885
   at ARPGGame.ARPGGame.OnUpdateFrame(FrameEventArgs e) in c:\Arbete\Programmering\C#\ARPGProj\trunk\ARPG\ARPGGame\Program.cs:line 689
   at OpenTK.GameWindow.RaiseUpdateFrame(Stopwatch update_watch, Double& next_update, FrameEventArgs update_args)
   at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   at ARPGGame.Program.Main(String[] args) in c:\Arbete\Programmering\C#\ARPGProj\trunk\ARPG\ARPGGame\Program.cs:line 206

Editor Discussion / Randomized Tilemaps
« on: September 13, 2013, 11:41:39 AM »
I noticed that in some of the tilemap .xmls there are multiple sprites listed, and as such when used in the editor they seem to be randomly chosen when placed, or placed in a certain order, etc.

My problem:
I've set up a tileset to have multiple sprites but it doesn't choose or alternate between them, it chooses only the first and repeats it every time. Comparing the XMLs I can't see anything that is different between the two other than one is 16bit and the other is 32bit.
Modify message

Resources / Sprite Flickering
« on: September 12, 2013, 01:21:49 PM »
So I've finished 7 monsters now and I've noticed that when I test them out their sprites will flicker sometimes when their direction changes. While moving in that direction they stay constant so I know that the animation is clean, its only when they change direction that all of a sudden sometimes they split in half for a split second and then resume the normal animation again.

Is there something I'm doing wrong?

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