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Messages - dingoZero

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1
Custom Maps / Re: [CAMPAIGN] Dingovania - Update March 6, 2017
« on: April 06, 2017, 05:08:37 PM »
Recently updated the build with the following changes:

- Added more magic letter paths to overworld to help aim players in the
right direction.
- Fixed issue where players would get stuck by invisible physics when
triggering Troy's initial Dingo Keep Dialogue.
- Fixed issue where players were able to enter the mines early by
breaking through the rocks blocking the path.
- Fixed issue where the incorrect sound triggered when a player pressed
the submit button in the diamond health puzzle room
- Fixed issue where players could prematurely enter the sun ritual boss
room by walking in from the right side.

2
Custom Maps / Re: [CAMPAIGN] Dingovania - Update March 6, 2017
« on: March 09, 2017, 01:07:39 AM »
Thank you for kind words.

We forgot to fix a bug with the build we pushed 3 days ago, this bug involved being unable to launch the game as a wizard... This is now fixed.

3
Custom Maps / Re: [CAMPAIGN] Dingovania - Update March 6, 2017
« on: March 07, 2017, 03:17:18 AM »
We've updated both the dropbox build and the steam build.

This build is more or less complete. We intend on bugfixes after we get feedback.

We hope you enjoy this newer version.

4
We're aiming to release an updated public build on Monday, March 6th.

5
Glad you liked it.

Soon (tm) we will release a new version that will have many updated things as well as some new things.

Hopefully there is still enough interest to have at least one person play it.

6
Is this a bug or can some kind person help me out?

Many thanks,

Juddinator

You may be able to utilize the debug version of Hammerwatch which is located in the same folder as the editor. Make sure you move your current save to the save folder in the new location as well.

Also, you're going to want to put the following code into a text editor, and save it as "console.xml".

 After this, run the debug version of the game, load your save, and use the "b" key to toggle noclip through the wall. This is the only possible solution I can think of, specifically because this level doesn't exist in our current internal build.
Code: [Select]
<console>
<bind key="F1" command="drawphysics" />
<bind key="F2" command="drawfps" />
<bind key="O">
<command command="speed 1" />
<command command="noclip 0" />
</bind>
<bind key="P">
<command command="speed 5" />
<command command="noclip 1" />
</bind>

<bind key="B">
<command command="noclip" />
</bind>

<bind key="C">
<command command="god" />
<command command="print god" />
</bind>




<bind key="F7">
<command command="reloadui" />
</bind>



<bind key="F5" command="clearenemies" />


<bind key="N">
<command command="save a" />
<command command="print save" />
</bind>

<bind key="M">
<command command="load a" />
<command command="print load" />
</bind>





<bind key="D1" command="speed 1" />
<bind key="D2" command="speed 0.5" />
<bind key="D3" command="speed 0.25" />
<bind key="D4" command="speed 2.5" />
<bind key="D5" command="speed 5" />



<bind key="D0" command="givekey 2" />
<bind key="D9" command="givekey 1" />
<bind key="D8" command="givekey 0" />
<bind key="D7" command="givekey 4" />
<bind key="D6" command="givekey 3" />

<bind key="NumPad1" command="zoom 8" />
<bind key="NumPad2" command="zoom 16" />
<bind key="NumPad3" command="zoom 24" />
<bind key="NumPad4" command="zoom 32" />
<bind key="NumPad5" command="zoom 48" />
<bind key="NumPad6" command="zoom 64" />
<bind key="NumPad7" command="zoom 96" />
<bind key="NumPad8" command="zoom 128" />
<bind key="NumPad9" command="zoom 256" />

<bind key="F8" command="pause" />

<bind key="F12">
<command command="print A4 end" />
<command command="giveupgrades misc1 misc2 misc3 misc4 misc5 off1 off2 off3 off4 off5 def1 def2 def3 def4 def5"/>
<command command="giveupgrade combo"/>
</bind>

<bind key="F11">
<command command="print A4 start" />
<command command="giveupgrades misc1 misc2 misc3 misc4 off1 off2 off3 def1 def2 def3"/>
<command command="giveupgrade combo"/>
</bind>

<bind key="F10">
<command command="print A3 start" />
<command command="giveupgrades misc1 misc2 off1 off2 def1 def2"/>
<command command="giveupgrade combo"/>
</bind>

<bind key="F9">
<command command="print A2 start" />
<command command="giveupgrades misc1 misc2 off1 def1"/>
<command command="giveupgrade combo"/>
</bind>




</console>


7
Update Bump.

8
Hammerwatch Discussion / Re: Custom Class Support
« on: June 28, 2016, 09:04:15 PM »
Not with the current engine, but perhaps maybe in the future...  ;)

9
Editor Discussion / Re: Scripting help - fire traps exploding
« on: June 08, 2016, 01:58:02 AM »
That was the problem. Here is the "corrected" version of the map.

10
Editor Discussion / Re: Scripting help - fire traps exploding
« on: June 08, 2016, 01:55:09 AM »
Make sure that the projectileshooter script isn't clipping with the wall collision.

You can achieve this by pressing 1 on the num pad (this sets the grid to the lowest level) and nudging the script the the right/left/down/up with the arrow keys.

I am 99% certain this is the problem without looking at the level.

11
So me and a friend were playing and we activated the quests in the forest where you have to get Greg to sign his boxers and the spider quest then we saved a quit the game. When we came back on, the text boxes in the forest were misaligned and we couldn't get Greg to sign the boxers and couldn't give the seeds back to David.

Noted. Thanks :)

12
Editor Discussion / Re: Removing lower layers of tiles
« on: April 10, 2016, 03:35:24 AM »
Is there anyway to remove lower tiles EASILY?

You do know that if you select a tileset (like c_default), and right click, it erases that specific tileset right?

13
Update pushed.

14
I'll get the whip out so Jooby will work faster ( ͡° ͜ʖ ͡°).

15
Unfortunately, it's only fixed on our internal build.

This will be pushed to steam once we do some more things to the revamped town.

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