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Messages - Nicholas Steel

Pages: [1] 2
1
Hammerwatch Discussion / Re: Patch Notes for 1.3 (Sept 2014) with Expansion
« on: September 30, 2014, 02:47:10 PM »
So this is v2.5.0.8? Why is the dev never listing all appropriate version numbers in their announcements? -_-" I also still don't know why you use different version numbers for each release on the same platform (PC).

It does not help that GOG does not list a date for when the installer was last updated.

2
Hammerwatch Discussion / Re: Patch Notes for 1.23 (July 2014)
« on: August 08, 2014, 07:37:29 AM »
I imagine the range nerf to the Ranger was because it was hard to develop levels that the Ranger couldn't exploit. In the default levels there are various locations where he can shoot across chasms at hapless enemies without repercussion and in general can stay waaaay outside of combat while greatly helping other players/killing most things before it even reaches him.

3
I previously had v1.2.0 and installed v1.2.2 over the top of the existing installation. I've tried deleting the configuration file and doing that in addition to the save game files but it still refuses to consistently run properly. It intermittently (Sometimes opens without issue) crashes with the following error when opening the game:

Problem signature:
  Problem Event Name:   APPCRASH
  Application Name:   Hammerwatch.exe
  Application Version:   1.0.0.0
  Application Timestamp:   534ec98f
  Fault Module Name:   ct_oal.dll
  Fault Module Version:   6.0.1.1403
  Fault Module Timestamp:   50d29f8e
  Exception Code:   c0000005
  Exception Offset:   0000dde4
  OS Version:   6.1.7601.2.1.0.768.3
  Locale ID:   3081
  Additional Information 1:   0a9e
  Additional Information 2:   0a9e372d3b4ad19135b953a78882e789
  Additional Information 3:   0a9e
  Additional Information 4:   0a9e372d3b4ad19135b953a78882e789

--------------------------------------------------

Game 1.22
WorkingDirectory set to: L:\Hammerwatch
Initializing game
ARPGGame()
Window icon set
OGL: 4.4.0
Starting game
Initialize achievments, Steam and master server
Steam error [1]: System.DllNotFoundException: Unable to load DLL 'SteamworksNative': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
   at NativeMethods.Services_RegisterManagedCallbacks(ManagedCallback callback, ManagedResultCallback resultCallback)
   at ManagedSteam.Steam..ctor(CultureInfo activeCulture)
   at ManagedSteam.Steam.Initialize(CultureInfo activeCulture)
   at TiltedEngine.SteamInterface.Initialize(Action`1 joinRequest) in c:\Arbete\Programmering\C#\ARPGProj\trunk\Tilted Engine\TiltedEngine\SteamManager.cs:line 149
Failed to initialize Steam, using Null implementation
Loading config settings
Loading controllers
Initialize sound
Sound device: Auzen X-Fi Audio [0001]
Initialize renderers
GLState: NoError
Initialize physics
Start game
Loading resources
Resource error: doodads/generic/trap_stalactite.xml: All doodad transitions must have existing from and to states
Resource error: doodads/generic/trap_stalactite_e.xml: All doodad transitions must have existing from and to states
Resource error: sound/music_desert.xml: Could not find file: L:/Hammerwatch/assets/sound/music/desert_cavern.ogg
Resource error: sound/music_desert.xml: Failed to load ogg sound/music/desert_cavern.ogg
GLState: NoError
Loading Language
Initializing game

--------------------------------------------------
Below is a copy of the game log after it successfully runs.
--------------------------------------------------

Game 1.22
WorkingDirectory set to: L:\Hammerwatch
Initializing game
ARPGGame()
Window icon set
OGL: 4.4.0
Starting game
Initialize achievments, Steam and master server
Steam error [1]: System.DllNotFoundException: Unable to load DLL 'SteamworksNative': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
   at NativeMethods.Services_RegisterManagedCallbacks(ManagedCallback callback, ManagedResultCallback resultCallback)
   at ManagedSteam.Steam..ctor(CultureInfo activeCulture)
   at ManagedSteam.Steam.Initialize(CultureInfo activeCulture)
   at TiltedEngine.SteamInterface.Initialize(Action`1 joinRequest) in c:\Arbete\Programmering\C#\ARPGProj\trunk\Tilted Engine\TiltedEngine\SteamManager.cs:line 149
Failed to initialize Steam, using Null implementation
Loading config settings
Loading controllers
Initialize sound
Sound device: Auzen X-Fi Audio [0001]
Initialize renderers
GLState: NoError
Initialize physics
Start game
Loading resources
Resource error: doodads/generic/trap_stalactite.xml: All doodad transitions must have existing from and to states
Resource error: doodads/generic/trap_stalactite_e.xml: All doodad transitions must have existing from and to states
Resource error: sound/music_desert.xml: Could not find file: L:/Hammerwatch/assets/sound/music/desert_cavern.ogg
Resource error: sound/music_desert.xml: Failed to load ogg sound/music/desert_cavern.ogg
GLState: NoError
Loading Language
Initializing game
Resource error: : Could not find file: L:/Hammerwatch/assets/levels/menu_5.xml.bin
Set initial OpenGL states
GLState: NoError
Shader output: shaders/drawlight.glsl - vertex:
Shader output: shaders/drawlight.glsl - fragment:
Shader output: shaders/blur.glsl - vertex:
Shader output: shaders/blur.glsl - fragment:
Shader output: shaders/blurshadow.glsl - vertex:
Shader output: shaders/blurshadow.glsl - fragment:
Shader output: shaders/applyshadow.glsl - vertex:
Shader output: shaders/applyshadow.glsl - fragment:
Shader output: shaders/drawglow.glsl - vertex:
Shader output: shaders/drawglow.glsl - fragment:
Shader output: shaders/drawao.glsl - vertex:
Shader output: shaders/drawao.glsl - fragment:
Shader output: shaders/drawmap.glsl - vertex:
Shader output: shaders/drawmap.glsl - fragment:
Shader output: shaders/brighten.glsl - vertex:
Shader output: shaders/brighten.glsl - fragment:
Shader output: shaders/glare.glsl - vertex:
Shader output: shaders/glare.glsl - fragment:
Shader output: shaders/post/phosphor-simple.glsl - vertex:
Shader output: shaders/post/phosphor-simple.glsl - fragment:
Shader output: shaders/post/curvature.glsl - vertex:
Shader output: shaders/post/curvature.glsl - fragment:
Shader output: shaders/post/bloom.glsl - vertex:
Shader output: shaders/post/bloom.glsl - fragment:
GLState: NoError
Window cursor set

4
Hammerwatch Discussion / Re: Patch Notes for 1.22 (April 2014)
« on: June 05, 2014, 04:53:55 PM »
What does version 2.2.0 entail? That's what GOG is offering (No patch is provided though, have to redownload the entire game...). Edit: nevermind I read the above posts. Strange that they use a different numbering system to the developer of the product.

5
Technical Support / Re: Need help opening my port
« on: March 01, 2014, 03:09:03 PM »
Open a Command Prompt and type:

ipconfig /all

You'll want the IPv4 address of the "Ethernet adapter Local Area Connection", or whatever network device you're using to connect to the internet. Octet is each portion of the IP Address separated by a full stop.

So 192.168.1.1 means:

192
168
1
1

are all Octets.

The IPv4 address you're after is not the same IP Address that you're using to connect to the internet with (Not the same as the one you'd see at www.whatismyip.com for example).

6
Hammerwatch Discussion / Re: New Game Plus
« on: March 01, 2014, 03:02:29 PM »
It wouldn't be difficult to have "a" New Game Plus mode (Can't repeat it more then once). You'd just copy (Verbatim) all the existing levels, buff the damage values and change the vendors to be the highest level. Nothing terribly complex involved.

7
Technical Support / Re: My Hammerwatch Doesn't Like to be Recorded.
« on: February 27, 2014, 03:15:29 PM »
Video recording software, including Fraps, need to interfere with the rendering process of the game in order to accomplish what they do. Depending on how they go about doing this it can easily cause the Vsync code to miss Vblank (Causing stutter as a frame is displayed twice as long as it should've been shown for), it's also possible to get in to a racial situation where the code constantly fails to detect Vblank to such a degree that performance literally plummets to single digits.

Another factor is your HDD is too slow for the massive video files that are a result of recording the game, causing the game to stutter as the game tries to load data from a extremely busy HDD that is trying to write the recorded video footage from RAM. HDD's are much, much slower then RAM and with something like Fraps videos can easily ballong to multiple gigabytes for just 30 seconds of footage. Have you tried copying something large like a 8GB game from a HDD to another HDD or similar? It's extremely slow.

Since the recording software can't write footage to the hard drive in a timely manner, it will slow the game down in undesirable ways and potentially mess the game up as a result (Especially games that use something like the Unreal Engine or similar as it features numerous FPS altering mechanics [smooth fps etc.])

What you've described in the original post is pretty much the same issue I have with the VBA-M emulator and Fraps, I can record anything from 5 to 30 minutes of footage and at some random moment during that time frame the emulator will start stuttering and rapidly progress to a point where the stutter is so bad that the game is rendered unplayable. it's kind of rendered my Metroid Fusion playthrough incomplete.

8
Bug Reports / Re: Music loops too early
« on: February 24, 2014, 06:40:43 PM »
Both myself and my friend suffer the exact same issue, we would also offer recordings but I'm 98% certain the loop point would be identical to the recordings already provided by Eldur.

9
Bug Reports / Re: Ranger Unable to shoot diagonally to the upper left.
« on: February 24, 2014, 06:34:54 PM »
A suggestion for keyboard would be either:

SteelSeries 6Gv2 Cherry Black
or
SteelSeries 6Gv2 Cherry Red

The latter is the same as the former but the keys require you to apply less effort to press down. Both feature complete key roll over (Windows will register every key press regardless of what keys you're holding down) if you connect it to your computers PS/2 port, if you use USB it will only support any 6 keys and a Modifier key (Which is still awesome) being pressed simultaneously (This is a USB  limitation).

There is also the SteelSeries 7G keyboard.

Most Razor keyboards and various other manufacturers only support the WASD keys being always responsive, but not necessarily any other key, which is incredibly dumb, poorly thought out and practically just as useful as a cheap and nasty keyboard.

10
Bug Reports / Re: Sometimes I take no damage?
« on: February 24, 2014, 06:29:21 PM »
Are you playing as the Ranger? Iirc the Ranger eventually gains the ability to completely evade damage (% chance).

11
Bug Reports / Doesn't suppress Power Saving features
« on: February 24, 2014, 06:24:26 PM »
The game doesn't seem to suppress Power Saving features while using a Direct Input gamepad, specifically the "Turn the display off after X amount of time." feature.

I wouldn't exactly call this a bug per say as it is more of a feature request. Could you please add support for an option that sends fake key presses or some such to keep such power saving functions suppressed while the game is operational? Thanks.

12
Hammerwatch Discussion / Re: How to use Planks?
« on: February 24, 2014, 07:39:49 AM »
How do you tell when you have every Plank on a floor?

13
Hammerwatch Discussion / Re: A few questions
« on: February 24, 2014, 06:38:57 AM »
Dunno Flygar, we'll test it out later today. Also forget what I said about the minimap, the translucency functionality I desire already exists so I am sorry for wasting your time with that. I'd still like to be able to move the map around without moving my character so that I can quickly get an overview of everything previously explored (Don't make it so this behaviour is always enforced when looking at the map, for gamepad users you could have them hold a button down or press the button to toggle to a mode where the DPad scrolls the map without moving the player for example).

14
Hammerwatch Discussion / How to use Planks?
« on: February 24, 2014, 05:58:57 AM »
I've found a couple in multiplayer and am completely unsure of how to make use of them... my friend didn't know either. if it's a super secret, then don't tell me as I think I just figured something out that would explain why what we were trying to do with them wasn't working.

15
Hammerwatch Discussion / Re: A few questions
« on: February 23, 2014, 09:05:52 AM »
Finally got around to testing it out and indeed the Host is the only player that creates a Save Game and when the Host loads that Save Game they can press Escape to access the Admin Panel that will enable them to advertise the game online (Can make it private within this menu if you desire). Annoyingly it doesn't save the Clients money or vendor upgrade choices.

A solution to that would be to allow the Client to also create a Save Game at the same moments that the Host would create a Save Game, then when the Client joins an online game they can specify in the game lobby a Save Game to obtain information of their characters from! You can also somehow lock the Clients instance of the Save Game to only load when connecting to the Host running the same Save Game to avoid high level players invading low level games etc. (While retaining the existing option of entering a game with no upgrades and instead having lots of cash)

Anyways, any thoughts on the other items I mentioned in my original post?

Also, a request to have walls on the minimap to appear Translucent (Not Transparent) instead of completely opaque would be awesome.
It should save the state of the clients as well and assign players back to their old characters based on their name in the game, did you try this with a player who changed their steam name?
I was the client and when my friend (Host) started the game from the Saved Game he went in to the admin panel and I believe he tweaked some settings in there, when I (Client) connected to the game it started me off with just a bunch of cash and no upgrades. Perhaps my friend did something wrong when setting the game up? We hadn't changed Steam names or aliases and our character names were the same as when we had previously played together.

Perhaps you misunderstood when I said that it "Annoyingly it doesn't save the Clients money or vendor upgrade choices"? What I meant was it didn't save how much I had spent on upgrades (And by extension, that I had bought upgrades).


You can change the translucency of the minimap in Options->Game->Minimap opacity, or did you mean just the walls?
I do indeed mean the walls.

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