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Thread: Releases and news

  
  1. #41

    Default Re: Releases and news

    I've been playing it a bit so far, and I"ve noticed a few oddities.

    For one: On the Quest for the Hero campaign, when starting, for some reason all creatures are replaced by immobile hell hounds stuck in running animation. It tells me I have imps, but they look like hell hounds and do nothing.

    Second: Gem veins seem bugged. I've played a bit in the Good Campaign, and when digging gold away from around gem veins, they... well, bug out. The block turned into nine mini-tiles of random type, and became unminable :S

    Should I try running it in debug mode and send in a report? I'm pretty certain it's not supposed to happen :P
    Last edited by Lasharus; June 10th, 2010 at 02:05.

  2. #42
    Imp Killian's Avatar
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    Default Re: Releases and news

    Quote Originally Posted by Lasharus View Post
    Second: Gem veins seem bugged. I've played a bit in the Good Campaign, and when digging gold away from around gem veins, they... well, bug out. The block turned into nine mini-tiles of random type, and became unminable :S

    I noticed that too. And when you get sick of hearing that your treasure room is too small every 10 seconds and decide to deselect the tile, you become unable to select it again. I don't mind too much though, I'm just passing it as another strategic element.

  3. #43
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Releases and news

    All creatures are hellhounds:

    Looks like I released the new per-campaign creature config too early...
    Will have to make a patch. As a temporary workaround, you may just disable the per-campaign creature config by commenting out the line "CREATURES_LOCATION" in questfth.cfg and other campaign files which use their own creature parameters, ie:
    Code:
    ;CREATURES_LOCATION = campgns/questfth_crtr
    Transforming gems:

    LOG file is not enough to locate the problem. You will have to record a packet file - with this file I can locate it and fix.

    To create packet file while playing, you must run the game like:
    Code:
    keeperfx -nointro -packetsave gemsbug1.pck -level 19
    Note that this command will start level 19 of original campaign. To start a level from different campaign, you will have to copy the level files (MAPxxxxx.xxx) for your level into keeperfx/levels folder.

    You can later view the replay like this:
    Code:
    keeperfx -nointro -packetload gemsbug1.pck
    When watching it, you may make everything faster by ctrl-+ (from numpad). You may also start controlling the game (take over control) in any moment by pressing alt+t.


    Well, post me the gemsbug1.pck packet file where the problem occurs and I'll fix it.
    Last edited by mefistotelis; June 10th, 2010 at 17:56.

  4. #44
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Releases and news

    I just located the gems problem - it wasn't hard to notice it.

    Here's my packet file if anyone's interested:

    http://keeper.lubie.org/dk1_wip/gemsbug1.7z

  5. #45

    Default Re: Releases and news

    Hah, good thing I checked back up on this thread before running your solution test.

    (Would've done earlier, but I've had a rather busy week).

    Thanks for the update

  6. #46
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Releases and news

    I just published a patch which fixes the reported bugs.

    Code:
    Version: 0.37a
      Fixed gems appearance bug
      Fixed selling bug
      Fixed per-campaign creatures config bug
    EDIT:
    Another patch is out:
    Code:
    Version: 0.37b
      Fixed crash on freeing swipe sprites at end of mission
      Fixed SEEK_THE_ENEMY job (Hellhound)
      Fixed crash when zooming in isometric (non rotable) view
      Fixed Imps aimless walking around bug
      Fixed invalid celebration sprite bug
      Video modes in config file are no longer pre-defined
    Last edited by mefistotelis; June 30th, 2010 at 16:10.

  7. #47
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Releases and news

    Just published the next patch:
    Code:
    Version: 0.37c
      Fixed dungeon heart blinking if under mouse
      It is now easier to target a creature for pick up
      Fixed disappearing in-game speeches
      Computer player config is reloaded on saved game loading
      Fixed possible hang when computer player moves creatures
      Added new creature property, "NEVER_CHICKENS"
      Rewritten more of pathfinding
      Rewritten creature training code
      Renamed and rescaled "PartnerTraining" (was "RealTraining")
      Fixed linked list storing creatures who work in a room
      Updated room selling code
    The version which uses SDL will be delayed - I still need at least a month.

  8. #48
    Awakening Game Master Metal Gear Rex's Avatar
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    Default Re: Releases and news

    Wow, never has there been a "Patch C", huh? Just one question, about the "Partner Training". What did it do before and what did you change it to? (As I've never understood that as it never seemed to do anything besides making the creature "Attack" other creatures in the Training Room)
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  9. #49
    Dragon DragonsLover's Avatar
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    Default Re: Releases and news

    Awesome! Great work, Mefisto!

    Quote Originally Posted by mefistotelis
    Added new creature property, "NEVER_CHICKENS"
    Do you think you could do the same with Disease?

    And by the way, what's the difference between Creature.cfg file from 0.37b and Creature.cfg file from 0.37c? I just checked and both files are similar...
    Last edited by DragonsLover; July 28th, 2010 at 07:27.
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  10. #50
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Releases and news

    Quote Originally Posted by Metal Gear Rex
    about the "Partner Training". What did it do before and what did you change it to? (As I've never understood that as it never seemed to do anything besides making the creature "Attack" other creatures in the Training Room)
    Yes, that's what it does. Some explanation is in IMP.CFG.

    Quote Originally Posted by DragonsLover View Post
    Do you think you could do the same with Disease?
    Sooner or later...


    Quote Originally Posted by DragonsLover View Post
    And by the way, what's the difference between Creature.cfg file from 0.37b and Creature.cfg file from 0.37c? I just checked and both files are similar...
    A patch contains all files which changed since full version, so it is possible that this file didn't changed since previous patch. The best tool to compare files is 'diff'. The easiest way to get it under Windows (on Linux it is standard) is to install MinGW.

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