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Thread: KeeperFX Unofficial - continued development - alpha builds

  
  1. #221

    Default Re: KeeperFX Unofficial - Release candidate 1911

    Quote Originally Posted by YourMaster View Post
    However, lots of stuff is usually stored into a save, like campaign configs, so you don't always get the new changes when using an old save.
    This is related even to "continue" saves?

    And "-level X" command line still works in a way that "After the level is finished, quits the keeperfx to windows" and it is no any possibility to fix this?

  2. #222

    Default Re: KeeperFX Unofficial - Release candidate 1911

    Yes.

    And you're right about the way the -level command line option works. It is by design that way, so not broken, so it's not getting fixed. If you want to continue a campaign from that point forward you could save your game (while playing the level of course), exit the level, start KeeperFX normally and continue from that save. You can also use cheats to go forward/backwards in a campaign without playing the levels.

  3. #223

    Default Re: KeeperFX Unofficial - Release candidate 1911

    Quote Originally Posted by YourMaster View Post
    Yes.

    And you're right about the way the -level command line option works. It is by design that way, so not broken, so it's not getting fixed. If you want to continue a campaign from that point forward you could save your game (while playing the level of course), exit the level, start KeeperFX normally and continue from that save. You can also use cheats to go forward/backwards in a campaign without playing the levels.
    Big thanks, will try it!

  4. #224

    Default KeeperFX Unofficial - Release candidate 1913

    I've uploaded a new version: Beta 1913.

    What's new:
    • Fixed the 'Continue' button to remember what campaign you were playing if you play a 'Free Play level' in between.
    • Fixed script error in New Game+ level 2


    Sorry everybody, I wanted to release the previous version as a full release, but I managed to fix what I thought was a pretty annoying bug so I made yet another version. I do really plan to release soon.

    I would also love to know if people at least played this version and if it works ok or not.

  5. #225
    Demon Spawn
    Join Date
    Jul 2016
    Posts
    171

    Default Re: KeeperFX Unofficial - Release candidate 1913

    I've just tried the new beta by playing a Free Play level and continuing the campaign. All the secret levels were still there, unlike before. Could the beta have fixed this?

  6. #226

    Default Re: KeeperFX Unofficial - Release candidate 1913

    What's fixed in the r1913 is continuing the campaign after playing a free play level, that didn't work properly before. In the other topic you do not mention playing a free play level in between playing your campaign.

  7. #227
    Demon Spawn
    Join Date
    Jul 2016
    Posts
    171

    Default Re: KeeperFX Unofficial - Release candidate 1913

    Quote Originally Posted by YourMaster View Post
    In the other topic you do not mention playing a free play level in between playing your campaign.
    Yes I did.

  8. #228

    Default Re: KeeperFX Unofficial - Release candidate 1913

    Sorry, forgot about that. Then yes, r1913 is about fixing the 'Continue' button after playing a free play or 1player level.

  9. #229

    Default KeeperFX Unofficial - Release candidate 1915

    I've uploaded a new version: Beta 1915.

    What's new:
    • Fixed the bug where trap/door icons kept flashing after deselecting (Thanks AdamP)
    • Pressing Alt+Tab no longer closes the sidebar

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