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Thread: KeeperFX Unofficial - continued development - alpha builds

  
  1. #401
    Mapmaker
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    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Quote Originally Posted by YourMaster View Post
    ok, if you notice it again, could you share a log file?
    Is that the main one in the keeperfx folder. .../keeperfx.log?
    if so that hasn’t been logging anything in my game since 2015

  2. #402

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Yes. Well, are you sure you're looking at the right folder. Because the behavior you describe also sound like an old version. When is the date of your latest save?

  3. #403
    Mapmaker
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    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Quote Originally Posted by YourMaster View Post
    Yes. Well, are you sure you're looking at the right folder. Because the behavior you describe also sound like an old version. When is the date of your latest save?
    21/3/2020 the savegame I uploaded

    Edit., 21/05/2020 sorry not 21/03/2020
    Last edited by shortmicky; May 22nd, 2020 at 16:29.

  4. #404

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Really strange you don't get a keeperfx.log file in your main folder there. I would really like to see it. I just played the level from your save to completion, without a single error.

  5. #405
    Beetle
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    Default Re: KeeperFX Unofficial - continued development - alpha builds

    This is awesome. I assume it can be switched on and off / put between If statements? Revolutionary stuff!


    "Implemented SET_CREATURE_PROPERTY level script command
    - Use it to configure creature properties on the fly. Say, make a flying bile demon that can be hurt by gas. Or make imps unable to be taken prisoner.
    - SET_CREATURE_PROPERTY[creature][property][enabled]
    - Take the creature properties as described in imp.cfg
    - For [enabled] use 0 to turn it off, 1 to turn it on"

  6. #406

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Yes, you can. The game rules as well.

  7. #407
    Mapmaker
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    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Quote Originally Posted by YourMaster View Post
    Really strange you don't get a keeperfx.log file in your main folder there. I would really like to see it. I just played the level from your save to completion, without a single error.
    It is.
    Is there a configuration that I could have messed up somewhere along the line? Is there a file that tells KeeperFX to make the log or is it in the code?
    The file exists just not updated for 5 years.

  8. #408

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Quote Originally Posted by shortmicky View Post
    It is.
    Is there a configuration that I could have messed up somewhere along the line? Is there a file that tells KeeperFX to make the log or is it in the code?
    The file exists just not updated for 5 years.
    Delete it and launch the game again. See if you get something back.

    If not, it must be somewhere else. Look at "C:\Users\[shortmicky]\AppData\Local\VirtualStore\Program Files\Bullfrog\KeeperFX" or something. Or just make your pc search for "keeperfx.log".

  9. #409
    Mapmaker
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    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Alas it is there. If/when I get this happen again I can upload this log.
    i played it from the savegame with no issue as well

  10. #410
    Mapmaker
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    Default Re: KeeperFX Unofficial - continued development - alpha builds

    On another note. This level. again of my own making, doesn't seem to have a fog of war. the hand has no light.
    Also creating imps (eg) keeps telling me that I can't cast before letting me cast.
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