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Thread: KeeperFX Unofficial - continued development - alpha builds

  
  1. #121

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    No changes like that.
    You can tell that there's an empty side behind a wall because you'll notice both sides have 'reinforcement', if it's dirt it's just on the inside. So look at the wall itself, not the tile behind it.

  2. #122

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Hello YourMaster,
    1.I have got a Ryzen 2400G and I'm using the Build in Vega 11 Graphics for all my Games.
    Since a new driver update from AMD, earlier this year Dungeon Keeper FX has massive screen tearing.
    It's not like normal screen tearing with disabled Vsync in other games. It's totally unplayable : (
    Do you know any workaround?
    Playing in Window Mode solves the Problem but I really don't like it to see my desktop in the background.
    2. I sometimes encounter a bug where my HUD is disappearing completely. Saving and Loading the game helps.


    Edit: Okay I solved it myself with "SDL Video Driver: Force Driver windib" maybe this will help someone.
    Last edited by CaptainCosmotic; October 4th, 2018 at 18:29.

  3. #123

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    The second one is probably you pressing Tab. (or Alt+Tab)

  4. #124

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Quote Originally Posted by YourMaster View Post
    The second one is probably you pressing Tab. (or Alt+Tab)
    You are right. Thx.

  5. #125

    Default KeeperFX Unofficial - alpha 1892

    I've uploaded a new version: Alpha 1892.

    This has been left hanging for a while due to inactivity all around, but there are some big changes though on neutral units.

    What's new:
    • Made it easier to move the camera around when frameskip is active.
    • Updated the sound that imps make when fortifying walls.
      - Requires a new sound.dat. THIS ONE. Due to the size I will not include this file with alpha releases. Some additional sound effects included.
    • Neutral units are assigned to rooms at level start.
      - Like regular units this just works on Prison, Torture and Guard rooms. So they don't wander out of these rooms when placed on there.
      - Neutral units in prison cannot be claimed by any player except for the prison's owner
      - Neutral prisoners do not hunger, Neutral torture victims do not take damage.
    • Introduced a classic bug mode called 'PASSIVE_NEUTRALS' that gives back the classic behavior on neutral units
      - Updated Ancient Keeper rules.cfg to have PASSIVE_NEUTRALS enabled.
    • Commented the rules.cfg to show all possible classic bug modes including this new one.


    We love any feedback we can get.

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