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Messages - NekoBaron

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106
Bug Reports / 2 Game/Editor graphical bug with border tiles
« on: September 24, 2013, 10:28:53 AM »
The first issue I believe is caused by border tiles being on the edge of the 20x20 squares the tiles are saved it, due to the lack of the same tilemap in an adjacent border the game does not render any in the tile. You can see this error yours self by slowly making a line of tiles that have a border and tends to happen every 20 tiles (IE -10, -30 , -50 ect).

The second issue is when using the brush alpha setting with border tiles, the border edges use 100 alpha instead of using the value from the joined side.

107
Editor Discussion / Re: Player Light
« on: September 22, 2013, 01:38:01 PM »
Forgot to say, if anyone else reading this topic you have to change the player xml's in the actors/player folder, there's 4 for each class and they represent all the player colours which the game allows you to edit. Not the class files in the tweek folder.

108
Editor Discussion / Re: Player Light
« on: September 22, 2013, 11:56:17 AM »
If you remove the entire light part of the xml you wont have a light at all if that's what you want, I just tested this.

You just need to make sure its in the right place, as for the colour itself I am not sure how the engine interprets it fully yet but I was able to make myself glow a faint red if desired.

109
Editor Discussion / Re: Hammerwatch Wiki
« on: September 22, 2013, 05:35:16 AM »
its all just basic information and nothing too useful yet,

I started those basic pages in hope people would update them with more information
And personally its helped a lot since its saved me making all the scripting object pages and such, its just a lot of work to update it all alone while also trying to make my own campaign in between, so I'm just trying to get a bit more awareness for the wiki really.
I haven't actually ever edited a wiki this much before such as linking multiple pages around and such so I'm learning the wiki format too and its a huge pain when I learn a better way to do something.

Plus its nice if someone makes a huge page contribution like a tutorial since others can help update it and expand on it for months to come, like my 5 years old https://developer.valvesoftware.com/wiki/TF2/Creating_a_Payload_Map page (When I actually liked it) still gets updated.

110
Editor Discussion / Re: Player Light
« on: September 21, 2013, 09:35:34 PM »
The light is part of the character player xml files

Code: [Select]
<light>
<origin>0 0</origin>
<mul>
<range>200</range>
<color1>60 60 60</color1>
<color2>40 40 40</color2>
<color3>15 15 15</color3>
</mul>
<add>
<range>0</range>
<color1>85 50 0</color1>
<color2>64 24 0</color2>
<color3>64 0 0</color3>
</add>
</light>

is at the bottom of the file and tells the engine to have a light constantly emitted, you could try extracting the assets for yourself and replacing the file but of course you would have to modify every class character xml file and hope the game will read it as some files cant be overridden yet.

111
Editor Discussion / Re: Hammerwatch Wiki
« on: September 21, 2013, 06:24:33 PM »
Well dark souls has/had a ton of players so a lot of people contribute, and now 'FreshSheet' given me admin I've changed the navigation bar to have its own editor and game tabs, the wiki just really need more people contributing new pages, editing existing ones or just reading over parts since I personally am not that confident in my grammer so I'm not entirely sure if what I've done is written well.

112
Editor Discussion / Re: Private pick up upgrades - Myran I beg you
« on: September 20, 2013, 11:37:22 AM »
I think people need to remember hammer watch does not have the player prediction people expect like in other games since when I play with a friend I'm seeing him about 2-3 seconds late which isn't an issue for coop.

Personally before PvP I would like to see more attention to the coop such as allowing joining mid-game (optional of course) and maybe some official speed levels for shorter game time since doing the entire campaign requires multiple hours which is not ideal with random people trying to play together for a bit of fun when no one else is on.

113
Editor Discussion / Re: Hammerwatch Wiki
« on: September 20, 2013, 10:54:19 AM »
I can't edit it yet but yeah, the top menus is pretty much just what wikia starts a new wiki with until someone sets it up better.

I'm adding categories to the pages I've updated so it should get more sorted over time.

114
Editor Discussion / Re: Hammerwatch Wiki
« on: September 20, 2013, 09:18:24 AM »
These wiki are ugly and not usefull : eveytime I'm looking for something it takes me 30 minutes or so. An other site structure would be way better.

It is isn't it? But that's the point of a wiki, you improve it by contributing.

I'm hoping to do up the entire scripting part of the wiki ( Is what I've been able to update in the last day http://hammerwatch.wikia.com/wiki/Category:Scripting ) my self because its all just basic information and nothing too useful yet, I just need to practice with the editor more since I don't want to add bad info.

What was you trying to find on the wiki Grokitach?

115
Editor Discussion / Hammerwatch Wiki
« on: September 20, 2013, 08:28:33 AM »
So who else is helping or interested in the random hammerwatch wiki?

http://hammerwatch.wikia.com/

Started editing a few pages myself the other day, was curious if anyone uses it much too since I'm hoping to redo the pages on the scripting objects and add a few basic written tutorials (Since people like me dislike watching videos tutorials).

Plus I'm sure other people have had a lot more practice with the editor that I have so would be nice if some people could just check the info is correct.

116
Custom Maps / Re: [CAMPAIGN][WIP] Azuron
« on: September 16, 2013, 04:44:35 PM »
There are other tilesets out there free to use. Not meant for this game and usually 32bit instead of the native 16 here in hammerwatch, but I've done a lot of work importing other tilesets to use in my campaign. Campaign seems interesting though, I hope you keep making it!

Don't refer to the grid size as 32bit and 16bit, that's to do with colour depth...

117
Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8
« on: September 16, 2013, 08:23:52 AM »
Swarms of skeleton are not hard, they are just fun.
Not when the spawners are inside walls and cant be attacked (minus warlock maybe).

118
Custom Maps / Re: [CAMPAIGN][WIP] Azuron
« on: September 16, 2013, 08:20:13 AM »
I'm quite bad at art assets personally so I'm getting a friend to work on them, and I wanted a global map to give the campaign a better flow such as better shops being near the harder ones, its going to be linear really such as you wont be allowed to pass though areas till you do the first dungeon since obviously access to every dungeon instantly wont work unless I did insane amounts of scripting or duplicate level selection.

The screenshot is mostly ugly at the moment since lighting was disabled and the cliffs were place holder assets and its a screenshot of the editor not in-game. Most of the dungeon art is going to be the default stuff mostly and working on the world maps helping me learn doodads and creating minimap icons for them better.

119
Technical Support / Re: Below specs?
« on: September 16, 2013, 05:15:58 AM »
Only thing I can see is steam failing to initialise
And assets not loading properly

Re-downloading it on your steam account might help fix some problems.

120
Custom Maps / Re: [CAMPAIGN][WIP] Azuron
« on: September 16, 2013, 12:22:15 AM »
Here's an extremely rough early version (hence the 0.03 version of it)

https://www.dropbox.com/s/8jz5shihwsgpk3c/Azuron_0_03.hwm

At the moment there's the starting open mines area which can take about 10 mins which I probably need to tweak more possibly since my friend suggests it might take too long if you go the wrong way.

I think I need to add a fake actor since by default telling enemies to run a path for an event takes ages if they have a slow move speed.

The exit of the mines and a rough version of the overworld map you can look at and check the mini map on.

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