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Thread: Trap and Door icons flashing permanently

  
  1. #1
    Demon Spawn
    Join Date
    Jul 2016
    Posts
    150

    Default Trap and Door icons flashing permanently

    Hi,

    I've noticed that the Trap and Door icons (the top one, representing the selected Trap or Door not those on the grid) in the left-hand panel flash, and remain flashing after de-selection. Spell icons stop flashing on de-selection, but Trap and Door icons do not. Is this a bug? I'm not sure that Trap and Door Icons are supposed to flash at all, but they're certainly not supposed to after de-selection. I'm using the latest KeeperFX alpha (1896).

    Thanks.

  2. #2

    Default Re: Trap and Door icons flashing permanently

    Yes, I think this is a mistake. It's not a new mistake though.

    Do you know if this behavior was different in the original game?

    EDIT: I checked and no, this worked fine in the original game.
    Last edited by YourMaster; January 19th, 2019 at 10:51.

  3. #3
    Demon Spawn
    Join Date
    Jul 2016
    Posts
    150

    Default Re: Trap and Door icons flashing permanently

    Quote Originally Posted by YourMaster View Post
    Yes, I think this is a mistake. It's not a new mistake though.

    Do you know if this behavior was different in the original game?

    EDIT: I checked and no, this worked fine in the original game.
    Actually, I think it might be a new mistake; I saw a YouTube video of someone playing a new (I think, but I don't know exactly which version, though I'm pretty sure it's of unofficial) version of KeeperFX, and it doesn't have this behaviour. I also don't recall this happening in the original game.

    So, how can this be fixed?

  4. #4

    Default Re: Trap and Door icons flashing permanently

    I tested it with an official version and the behavior is there already. And it can be fixed like how any bug can be fixed, by finding the wrong behavior in the code and fixing it. Another way is trying old versions of keeperfx until you find the version where the wrong behavior starts, so you narrow it down the the exact commit where the wrong behavior is introduced, so you know which code causes the problem.

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