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Messages - Phantom

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31
Hammerwatch Discussion / Re: Why are we not using the Steam discussions?
« on: October 07, 2014, 09:10:58 PM »
They shouldn't close a forum over a user preference. I'll use an example with arma series game I played. Majority of the productive posts I find over on the main company's forum and since DayZ got popular there, there are more rubbish posts on the steam discussions. Some answers may be more found there than others and some here. I usually refer to the main forums when it comes to editor questions and steam discussions to read people gameplay experiences. This to me is up to user preferences.

32
I'm afraid the only thing you cannot completely overhaul modify are player chosen classes abiliities. You can change how characters look (probably not their attacks).

I honestly recommend you make a new thread instead of overwriting the old one. It would help lurkers find what they're looking for incase someone may have the same question as the previous item. Plus it makes the responses to the old thread looks weird and out of place in which no one would know what was going on in the first place.

33
Custom Maps / Re: [Campaing] Gauntlet Retro-Campaing [WIP]
« on: October 06, 2014, 03:55:39 PM »
I won't mind giving a hand if I got some spare time if you need.

34
Custom Maps / Re: [Campaign] [WIP] X (Act 1 BETA)
« on: October 03, 2014, 05:51:29 PM »
For Room 4/5 miniboss/boss, have you tried using AllPlayersAreaTrigger instead of AreaTrigger? That way, all players would need to be in the area instead of one guy go in the area causing all the other players to get lock out.

35
Do you use windows?
Yeah i use windows 7

it does nothing for me when i drag and drop a complied map into it, and it wont let me type on it either, it just looks black for a few seconds then disappears.

That's not how the extractor works. If you put the assets.bin in the editor folder and run the resourcextractor.exe, you'll see the extrator run for a with that black screen then it'll disappear and extract the whole assets.bin which is default. If you want to extract .hwm files, you can try making a shortcut of the ResourceExtractor.exe . Put whatever .hwm compiled maps inside your editor folder, then right click your shortcut.

Where it says Target, at the end of it, put map campaign.hwm

I used this example for the campaign. You can use whatever .hwm files you want but replace the campaign.hwm with whatever .hwm file you are using.

I attached 2 images below to show you how it works.

Just change the campaign.hwm part with whatever map you're trying to use and make sure it's inside the editor folder too.

36
Editor Discussion / Re: Map Wont link?
« on: October 02, 2014, 07:41:58 AM »
New level should be a number match by the ID of your level, not the level name. It should be an integer not a name.

On LevelExit, where it says F1 Room 2, it should just be 2.

37
Editor Discussion / Re: Map Wont link?
« on: October 01, 2014, 08:32:35 PM »
instead of space between file names, try underscores? I'm not sure if its not detecting spaces or not since most spaces on stuff I do get detected as %20 or something (well, thats what happen when I edit stuff for Arma and save missions with spaces in between). Maybe its file naming convention problems, but I'm not sure.

38
Custom Maps / Re: [Campaign] Rogue-like Dungeon Generator v1.1
« on: September 30, 2014, 05:00:46 PM »
Before I leave I guess I'll put up the archive of what I did to the code for Rogue-like Dungeon Generator, I didn't compile it with the newer monsters I attempted to add since that went a bit fubar on my attempt. I did put the source files in the zip.

Pretty much I just made it so the new themes from a-g & i works. I didn't for h since it doesn't follow the suit in the code. The endgame isn't an announcetext this time and is actually the gameend script. It still follows the same parameter suit.

39
Resources / Re: Phantom's Resources
« on: September 30, 2014, 03:40:45 PM »
Adobe Photoshop CS5

40
Custom Maps / Re: [Campaign] Rogue-like Dungeon Generator v1.1
« on: September 30, 2014, 05:13:48 AM »
Hmm, I tried to edit the code for the new mobs, but I get a java array out of bound error on attempt (new to Java, have done Python before). I manage to get the new tilesets working from a-g, i (h doesn't follow suit so won't work).

41
Hammerwatch Discussion / Re: Hello, I am new!
« on: September 27, 2014, 03:50:12 PM »
Try something small like a survival map first unless you feel ambitious of diving into something big. I sometimes reference this for scripting command details http://hammerwatch.wikia.com/wiki/Editor .

I also recommend giving this first editor setup a go too so you can have your editor folder setup to edit http://hammerwatch.com/forum/index.php?topic=2026.0

I would also put this console.XML in editor folder after so you can have some console for debugging purposes http://hammerwatch.com/forum/index.php?topic=2074.0

you can also extract the campaign by pasting the campaign.hwm in the editor folder, make a shortcut of the ResourceExtractor.exe then add the parameter map campaign.hwm in the shortcut then run it. This will extract the levels of the campaign for you to see the layout of it as references.

This tool is also another useful resource for helping generate .xml files for custom doodads, enemies, tiles, items. Hammersprite http://hammerwatch.com/forum/index.php?topic=2081.0

42
Custom Maps / Re: [Survival]Survival in Colosseum 1.06
« on: September 24, 2014, 02:08:55 AM »
After the 12th wave is cleaned, the wall separating the battle zone from the shops doesn't disappear anymore, and the button triggering the waves isn't reset.

I just played through it, and I can confirm that this is happening.
I confirmed this is a problem as well, too bad it was a fun map :/

43
Custom Maps / Re: [Campaing] Gauntlet Retro-Campaing [WIP]
« on: September 22, 2014, 07:01:03 AM »
Yeah i thinking about it, i have gauntlet sprites and map designs. About the maps i know how to convert the textures. Edit/create creatures models or animations looks easy [not tried yet] but make/edit the .xml scripts maybe difficult. Specially the DEATH, you know... that bastard creature of gauntlet. In gauntlet, the death only can be killed on melee, and drain life much fast.

I recommend Hammersprite to help out with some of hte .xml for simple monsters, doodads, and tiles http://hammerwatch.com/forum/index.php?topic=2081.0

After it set up the basics for you, you can go back in the .xml and edit the files to your needs.

44
Editor Discussion / Re: Pan/Scroll the preview window?
« on: September 21, 2014, 10:56:20 PM »
WASD to move the cam around.

45
Custom Maps / Re: [Campaign] Rogue-like Dungeon Generator v1.1
« on: September 21, 2014, 08:02:12 AM »
This seems nice for a quick round. I heard people say it doesn't really work anymore? I tried it out and it still works without crashing for me.

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