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Thread: KeeperFX Unofficial - continued development - alpha builds

  
  1. #191

    Default Re: KeeperFX Unofficial - alpha 1901

    What did you tweak in order to make it work?

  2. #192
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    Default Re: KeeperFX Unofficial - alpha 1901

    Quote Originally Posted by kix View Post
    Oh, so that could be why some weird shit was happening all around the map. Took me like some time to tweak it until it was fully functional.
    Was it this weirdness by any chance?
    Last edited by AdamP; May 30th, 2019 at 00:41.

  3. #193

    Default Re: KeeperFX Unofficial - alpha 1901

    Quote Originally Posted by YourMaster View Post
    What did you tweak in order to make it work?
    Just kept rebuilding the map until it stopped being glitchy. Simplifying rooms, removing water - as if I was tweaking it against the pathfinding bug.

    Quote Originally Posted by AdamP View Post
    Was it this weirdness by any chance?
    Yeah. I remember I could not build more than one guard post and red sprite effects were also strange.

  4. #194

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Thank you for showing me how to do that

  5. #195

    Default Re: KeeperFX Unofficial - alpha 1902

    I've uploaded a new version: Alpha 1902.

    What's new:
    • The unused cinematic drag.smk is now used when you win a level with the lord of the land in prison.


    This is a short clip of an imp dragging the lord towards a torture room, and as far as I could tell it was never used. See for more info here. As per the request of AdamP in this topic.

  6. #196

    Default KeeperFX Unofficial - Release candidate 1907

    I've uploaded a new version: Beta 1907.

    What's new:
    • Nothing

    What's gone:
    • Grenade usable by creatures
    • Active neutral units
    • 3D explosions and line of sight


    As there are no longer any active developers working on KeeperFX Unofficial for several months now, and in all the alpha's there have been quite a few new features introduced I believe it's time to wrap this up and release a new KeeperFX Unofficial. Please try this Beta, and if people manage to play it without issues, this version will become KeeperFX Unofficial 0.4.7.

    So if you manged to play some games, and did not find any issues(that weren't already there in keeperfx 0.4.6), please let me know. If you do find any new issues, or have any objections to this version being released like this, I would love to hear as well.
    Last edited by YourMaster; June 13th, 2019 at 00:52.

  7. #197
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    Default Re: KeeperFX Unofficial - alpha 1902

    Quote Originally Posted by YourMaster View Post
    I've uploaded a new version: Alpha 1902.

    What's new:
    • The unused cinematic drag.smk is now used when you win a level with the lord of the land in prison.


    This is a short clip of an imp dragging the lord towards a torture room, and as far as I could tell it was never used. See for more info here. As per the request of AdamP in this topic.
    Is it just the original campaign or any campaign? I haven't had a chance to test this yet, since I'm playing mostly Free Play levels. It might be nice if this and the bonus torture screen happened there too?

  8. #198

    Default Re: KeeperFX Unofficial - alpha 1902

    Any campaign, so no free play levels.

  9. #199
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    Default Re: KeeperFX Unofficial - alpha 1902

    I should probably mention that the Avatar should probably be made immune to the creature Chicken spell. In fact, I'm sure there's a thread about that somewhere.

  10. #200

    Default Re: KeeperFX Unofficial - alpha 1902

    You mentioned it once before yes. But I'm not going to do anything about that. It's not some new problem introduced in KeeperFX or in Unofficial, but most of all, the creature chicken spell is not even part of the game. It's an unfinished spell you can mod into your game.

    So this is about the lowest priority you can get for me.

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