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TIGSource ForumsCommunityDevLogsHammerwatch - On Steam the 12th
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Moonkis
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« Reply #320 on: June 04, 2013, 11:20:29 AM »

Editor and 1.04

Ok, we just released the editor for the game!

http://www.hammerwatch.com/builds/hammerwatch_beta_1.04.zip

Except for shipping the editor with the update, we also added the post processing filters, fixed a lot of tech buggs and changed the boss level slightly.

Awesome! I know what I'm doing tonight! Keep the good work up!
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TwiiK
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« Reply #321 on: June 04, 2013, 11:36:13 AM »

The editor seems really solid just from my first impressions of playing around with the example map.

I think that with a game of this quality with an included editor there's no reason to charge less than $10.

Sure, like a lot of other posters here I could go on and on about features I would like to see included, but that's surely why I've never come close to ever release anything and you're about to releasing a seemingly superb game. Smiley
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SeanTL
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« Reply #322 on: June 04, 2013, 01:39:01 PM »

With the editor, is there any way to access the config file, to disable shadows like I have to do in the actual game? It is really annoying, not being able to see anything but the layers.
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Hipshot
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« Reply #323 on: June 04, 2013, 03:59:13 PM »

With the editor, is there any way to access the config file, to disable shadows like I have to do in the actual game? It is really annoying, not being able to see anything but the layers.

Sure, Shift-F6

Basic:
  • WASD - move around
  • LMB - Select and drag select
  • RMB - Spawn item
  • ARROWS - move selected item
  • 1-8 - Change grid
  • 0 - Hide grid (grid still active)
  • ALT-1 - Tilemap layer
  • ALT-2 - Doodad layer
  • ALT-3 - Script layer
  • ALT-4 - Character layer
  • ALT-5 - Item layer
  • ALT-6 - Lighting layer


Advanced:
  • F1 - Toggle collision shapes
  • F2 - Toggle soft shadows
  • F3 - Toggle ambient occlusion
  • F4 - Toggle tile map borders
  • F5 - Statistics, like keys and such
  • F6 - Minimap overlay
  • SHIFT-F1 - Toggle tilemaps
  • SHIFT-F2 - Toggle doodads
  • SHIFT-F3 - Toggle scripts
  • SHIFT-F4 - Toggle characters
  • SHIFT-F5 - Toggle items
  • SHIFT-F6 - Toggle lighting
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SeanTL
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« Reply #324 on: June 04, 2013, 08:03:10 PM »

Sure, Shift-F6

Basic:
  • WASD - move around
  • LMB - Select and drag select
  • RMB - Spawn item
  • ARROWS - move selected item
  • 1-8 - Change grid
  • 0 - Hide grid (grid still active)
  • ALT-1 - Tilemap layer
  • ALT-2 - Doodad layer
  • ALT-3 - Script layer
  • ALT-4 - Character layer
  • ALT-5 - Item layer
  • ALT-6 - Lighting layer


Advanced:
  • F1 - Toggle collision shapes
  • F2 - Toggle soft shadows
  • F3 - Toggle ambient occlusion
  • F4 - Toggle tile map borders
  • F5 - Statistics, like keys and such
  • F6 - Minimap overlay
  • SHIFT-F1 - Toggle tilemaps
  • SHIFT-F2 - Toggle doodads
  • SHIFT-F3 - Toggle scripts
  • SHIFT-F4 - Toggle characters
  • SHIFT-F5 - Toggle items
  • SHIFT-F6 - Toggle lighting

That does not help. It is the same issue as in the normal game, where the only way I can actually fix it is by forcing shadow quality to 0, not 1-2. The only way I can do that is edit the Config.xml. This is not present in the editor.

Example:
  <Graphics>
    <AmbientOcclusion>true</AmbientOcclusion>
    <Glow>true</Glow>
    <Lighting>true</Lighting>
    <ShadowQuality>0</ShadowQuality>
    <TileBorders>true</TileBorders>
    <VSync>false</VSync>
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Hipshot
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« Reply #325 on: June 04, 2013, 11:30:20 PM »

I missunderstood, you can't turn off shadows in the editor, which can be a bit annoying, but you can set the shadow color so it becomes all transparent.
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SelfTitled
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« Reply #326 on: June 05, 2013, 05:13:58 AM »

Any plans to release source code for editor or level file spec or modding?
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SeanTL
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« Reply #327 on: June 05, 2013, 06:56:01 AM »

I missunderstood, you can't turn off shadows in the editor, which can be a bit annoying, but you can set the shadow color so it becomes all transparent.

Any idea why the shadows with the engine you use do not work with my system? Should I expect a fix any time soon?

Edit: Just a quick video showing what happens when I enable shadows:

« Last Edit: June 05, 2013, 07:22:13 AM by SeanTL » Logged
Myran
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« Reply #328 on: June 05, 2013, 08:52:37 AM »

Any idea why the shadows with the engine you use do not work with my system? Should I expect a fix any time soon?

Edit: Just a quick video showing what happens when I enable shadows:


I'm still not sure why you have that shadow error, but I did just update the 1.04 build slightly so now you can turn off shadows in the editor (F7)
http://www.hammerwatch.com/builds/hammerwatch_beta_1.04.zip
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SeanTL
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« Reply #329 on: June 05, 2013, 08:58:48 AM »

Myran: What ever you did, it fixed shadows in the editor completely. I do not need to disable them now, as it runs with them on with no errors. Thanks!  Kiss
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Slaneesh
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« Reply #330 on: June 05, 2013, 11:45:06 AM »

I have a few questions:

How would you go about adding custom sounds/music files? Also, when adding custom sounds/music, will it replace the default in some way? I've also noticed there's a console whenever I press a certain button, I wonder, what are all the commands?
Thanks for reading.  Smiley
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SeanTL
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« Reply #331 on: June 05, 2013, 12:30:10 PM »

I have a few questions:

How would you go about adding custom sounds/music files? Also, when adding custom sounds/music, will it replace the default in some way? I've also noticed there's a console whenever I press a certain button, I wonder, what are all the commands?
Thanks for reading.  Smiley

From my looking around, I assume you would do it like this:

In your custom level file, make a folder called "sound" and inside it put a file called "music.xml", "players.xml", "monsters.xml", "misc.xml", or whatever you want it to be called. Place your audio file into the /sounds directory. Then, go inside that XML file and make it look something like this:

<soundbank>
   <sound name="what_ever_you_want">
      <source res="directory/of/your/sound" />
   </sound>
<soundbank>

EDIT:
Duplicate the
   <sound name="what_ever_you_want">
      <source res="directory/of/your/sound" />
   </sound>
chunk for whatever other sounds you want.

Then using the scripting modules in the Hammerwatch editor, play the sounds with a trigger like the Area Trigger linked to the PlaySound or PlayMusic module.

Now, mind you, I have not tried this yet, but I assume it is possible. Good luck!
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Slaneesh
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« Reply #332 on: June 05, 2013, 12:59:49 PM »

I have a few questions:

How would you go about adding custom sounds/music files? Also, when adding custom sounds/music, will it replace the default in some way? I've also noticed there's a console whenever I press a certain button, I wonder, what are all the commands?
Thanks for reading.  Smiley

From my looking around, I assume you would do it like this:

In your custom level file, make a folder called "sound" and inside it put a file called "music.xml", "players.xml", "monsters.xml", "misc.xml", or whatever you want it to be called. Place your audio file into the /sounds directory. Then, go inside that XML file and make it look something like this:

<soundbank>
   <sound name="what_ever_you_want">
      <source res="directory/of/your/sound" />
   </sound>
<soundbank>

EDIT:
Duplicate the
   <sound name="what_ever_you_want">
      <source res="directory/of/your/sound" />
   </sound>
chunk for whatever other sounds you want.

Then using the scripting modules in the Hammerwatch editor, play the sounds with a trigger like the Area Trigger linked to the PlaySound or PlayMusic module.

Now, mind you, I have not tried this yet, but I assume it is possible. Good luck!

They don't seem to show up in my PlaySound or PlayMusic list, I did as instructed above!

EDIT: Oh, and what's with the 'monsters.xml' and 'players.xml'? Is that for custom player and monster scripts?
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SeanTL
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« Reply #333 on: June 05, 2013, 01:04:25 PM »

What file type is it? .WAV, .OOG?
From the looks of it, for Music, you need to have the audio file in .oog format, and for other types, it has to be in .wav.
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Slaneesh
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« Reply #334 on: June 05, 2013, 01:06:25 PM »

What file type is it? .WAV, .OOG?
From the looks of it, for Music, you need to have the audio file in .oog format, and for other types, it has to be in .wav.

Done. Still doesn't change anything in the editor. =I
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SeanTL
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« Reply #335 on: June 05, 2013, 01:14:35 PM »

You need to restart the editor for the file to show up in the sounds/music list. If you can not find it in the dropdown list, press the "..." next to the list, and search for your audio file. Do you know how to link a trigger to a scripting event? 'Cause I do not Tongue
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Slaneesh
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« Reply #336 on: June 05, 2013, 01:21:51 PM »

You need to restart the editor for the file to show up in the sounds/music list. If you can not find it in the dropdown list, press the "..." next to the list, and search for your audio file. Do you know how to link a trigger to a scripting event? 'Cause I do not Tongue

I sure do, do not worry.

Also, it still doesn't show up.

My music.xml says

<soundbank>
   <music name="custom_boss">
      <source res="sound/boss.ogg" />
   </music>
<soundbank>


And I've been searching in the editor, nothing.
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SeanTL
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« Reply #337 on: June 05, 2013, 01:26:43 PM »

I sure do, do not worry.

Also, it still doesn't show up.

My music.xml says

<soundbank>
   <music name="custom_boss">
      <source res="sound/boss.ogg" />
   </music>
<soundbank>


And I've been searching in the editor, nothing.

If you change the <music> </music> to <sound> </sound> and restart, does it show up in the PlaySound? How do I link things together, I did it once, but forgot how.
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Slaneesh
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« Reply #338 on: June 05, 2013, 01:30:31 PM »

I sure do, do not worry.

Also, it still doesn't show up.

My music.xml says

<soundbank>
   <music name="custom_boss">
      <source res="sound/boss.ogg" />
   </music>
<soundbank>


And I've been searching in the editor, nothing.

If you change the <music> </music> to <sound> </sound> and restart, does it show up in the PlaySound? How do I link things together, I did it once, but forgot how.

Nope, still doesn't show up, Try using CTRL-ALT-LMB to link them together.
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SeanTL
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« Reply #339 on: June 05, 2013, 01:36:22 PM »

EDIT: Oh, and what's with the 'monsters.xml' and 'players.xml'? Is that for custom player and monster scripts?

I did not see this, sorry, the Monsters.xml and Players.xml is for custom sounds for custom players and monsters, I assume.
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