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Messages - Psyborg

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Custom Maps / Re: [Campaign][WIP] Diablo 1: Hammerwatch Editor
« on: September 12, 2013, 11:00:15 PM »
i don't have any fu**ing idea how to make monsters. but if i learn how to make it, i will make the diablo (obviously), the butcher, the night clan monsters (that hybrid of human and goat) and zombies

I was working on a project along the same lines as yours, to make a conversion from the Doom series to Hammerwatch. I really don't have the time to make a full campaign I found out, and the thought of working on the project every day for months wasn't appealing to me, so I'm just gonna make available what I have for people to use, build upon, or learn from.

So, feel free to look at my XMLs/PNGs and cut/paste as needed to import the Diablo sprites. :) For graphics, I recommend Paint.NET with the GridMaker plugin.

Download Link

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Editor Discussion / Re: [Tutorial] How to Make a Delayed Action
« on: September 02, 2013, 05:26:03 AM »
I swear I never saw a delay box in my editor....different versions maybe? I've seen a lot of times people talk about stuff that seems like they're talking about a different version of the game...

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Custom Maps / Re: [Campaign] Rogue-like Dungeon Generator v1.1
« on: September 01, 2013, 08:02:07 PM »
This looks awesome!! Lufia 2 Ancient Cave!!

Honestly, I haven't had time to try it yet but I'm definitely going to! Definitely don't burn yourself out on the project...I burnt myself out on mine and found out I really don't have the time and energy to spend every day for the next multiple months working on what I had planned, so I will probably just release the unfinished project and resources for anyone who wants...

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Editor Discussion / Re: Target Players for Projectile direction
« on: August 27, 2013, 06:39:40 PM »
I think ProjectileSpewer(s) might be what you want...and also, you can make a seeking projectile like the liches use, I believe.

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Resources / Re: [Creature] Scorpion ! Need some help/advice!
« on: August 26, 2013, 05:38:31 PM »
I can't get my collision to work right... They are way far away buy can hit me, I have to walk over the texture to be able to hit the collision box behind them.. ?

Make sure the origin is right in the center of the creature sprite. Then, adjust the collision number to something that just encircles the sprite. You can check this by pressing F1 (Show Physics) in the editor; it will show a circle for the hitbox of your monster. :)

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Editor Discussion / What is "ao"?
« on: August 25, 2013, 06:26:45 AM »
What does ao=true/false, and aobias=0.? mean in reference to doodads?

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ISPs are allowed to block ports??

All I had to do was forward it from my router to the computer that was hosting...

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Editor Discussion / Re: Adding Sounds Not Working
« on: August 24, 2013, 11:07:45 PM »
What happens if you create a new sound xml, instead of using the misc one, might work better.

Are you doing this in your own level folder or in our assets folder?

I've tried creating a new sound definition xml file, with the same effect.

I placed misc.xml in Hammerwatch\editor\MyCampaignFolder\sound. The sounds are in Hammerwatch\editor\MyCampaignFolder\sound\se

I've also noticed that my edits to minimap.png go un-effective as well...however I was able to edit hud.png and have that take effect in game...so I'm not sure what the issue is with certain files being read, and certain ones not.

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Editor Discussion / Adding Sounds Not Working
« on: August 24, 2013, 10:26:28 PM »
I've been trying to add sounds for a while now, with no luck.

It seems simple enough: Put the .wav file in campaign\sounds, copy and edit misc.xml to add a new sound definition.

This is what I added in misc.xml (in mycampaign\sounds):

<sound name="itemgrab">
      <source res="sound/se/itempickup.wav" />
</sound>   

The sound file, as indicated in itempickup.wav and it is located in mycampaign\sounds\se

This is the error I get when loading the editor:


Notice how it's looking for the sound in a place that I never specified...and I have no idea why. From my perspective, I've done it exactly how Linaru did it for his Grayfall map...

Any ideas?

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Editor Discussion / Re: Group Finder forum
« on: August 24, 2013, 05:30:19 AM »
The spam attack is still going on...not sure where the administrators have been, but until those 3 accounts (you can see the names if you look at the current users list) are banned (and probably their IPs need to be banned as well), it will keep going. The general discussion board went from like ~30 topics to over 1000 today just from bots.

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Editor Discussion / Re: Boss scripting
« on: August 22, 2013, 07:33:45 PM »
I know the knight has at least one melee atk but not sure how youd see his code.

Thanks for exploring boss programming though...Im going to need to learn it also for my campaign, my bosses are based off of another game and will need specific attacks.

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Editor Discussion / [Tutorial] How to Make a Delayed Action
« on: August 21, 2013, 10:59:54 PM »
I was wondering how to make an action that would be delayed after the initial trigger is activated. This is important for tasks that may have a time limit. It is also may be necessary in certain cases to create frame animations. So here is how to do that:

In this case, we are playing a delayed sound after a trigger is hit.



A- This is the AreaTrigger I used for a RectangleArea (not shown).

B- A ToggleElement node, which is activated by the AreaTrigger (CTRL-ALT) and performs it's action (ENABLE) on C (Button-linked)

C- A TimerTrigger, which (and this is important) is DISABLED initially. The ToggleElement will enable the TimerTrigger, which begins its timer.

Set the frequency for the initial delay, and you may have it repeat as many times as you want, but it will not start until the initial trigger (i.e. AreaTrigger) is activated.

D- The action that the TimerTrigger activates (CTRL-ALT) once it is enabled by the ToggleElement. In this case, a sound is played shortly after the AreaTrigger is activated. This action can be anything, or even another long script.

13
Editor Discussion / Good Graphics Tool?
« on: August 20, 2013, 04:27:03 PM »
So I am using a version of Paintshop Pro that is, I'm not exaggerating, at least a decade old.

It can only assign transparency to .PNGs if they are 256 color, for some reason. I've run into really weird color glitches and transparency problems when loading/saving graphics files for Hammerwatch.

Can anyone recommend a decent (free) graphics/paint tool?

14
Editor Discussion / Re: Hit-Triggers for Levers
« on: August 20, 2013, 03:37:38 PM »
I'm still really new at this and don't fully understand pretty much anything yet...

But, I created a secret room in my level by attaching a "ObjectEventTrigger" (OnHit) to a doodad, so when that doodad is hit, it destroys that doodad and spawns another doodad using "SpawnObject" that instead of being a wall, is the destroyed wall. I know you can do this with stages, but I'm not a good enough artist to create different stages of damage in my custom wall.

There's probably an easier and more direct way of doing this, but this is how I let the player hit a wall and open a passage...I'm pretty sure you could apply this to a trigger_button_wall doodad also, you'd just have to link the ObjectEventTrigger to a ChangeDoodadState I believe.

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Hammerwatch Discussion / Re: Save File Management?
« on: August 20, 2013, 05:15:52 AM »
The save folder is Program Files\Steam\steamapps\common\Hammerwatch\saves

You can delete or rename saves to make them more easily recognizable.

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