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Thread: KeeperFX - Test builds for version 0.4.9

  
  1. #1

    Default KeeperFX - Test builds for version 0.4.9

    Alpha period over: Go download the beta from here: https://keeperklan.com/threads/7368



    KeeperFX 0.4.8 has been released, so work has started on version 0.4.9. For that, it helps if people play with the new software and tell us about bugs and other problems.

    Due to a different file structure going forwards, to play with the new 'Alpha builds', I have not made an update package from 0.4.8. Instead, download the full 0.4.9 Alpha starter pack here:


    Install this like you would any version of KeeperFX. You cannot bring over your save files or settings from 0.4.8.
    Do not overwrite an older version with this pack, it will lead to conflicts and crashes.

    If you have that test build installed update it with the latest version. The v2215 is not the latest, new versions are posted below with their change log.
    So after that click this link to find the latest version and download a small update pack and extract it over the main download, or go to my last post in this topic for the direct link.
    Those patches come with a file called '_keeperfx.cfg', this can be renamed to 'keeperfx.cfg' to get the latest configuration settings. For music check the readme file in the '/music' folder.

    Please feel free to share any feedback. You can often find me on the Keeperklan Discord too.




    What's new (r2215):

    • One-click-build!
      - Hold Shift to auto fill rooms
      - Hold Ctrl for square build/sell rooms
      - Scroll to increase/decrease size
    • Map packs feature
      - Different packs with different rules
      - Deeper Dungeons now separate pack
      - Create your own packs like you can create campaigns
      - File structure changed. Original campaign levels now found in \campgns\keeporig folder
      - Some levels included, more to come. Open to recommendations.
    • The game now uses SDL2
      - you can no longer force windib or directx video drivers
      - comes with new mouse sensitivity settings. Put to 0 to have native windows.
    • The game can now handle more trap types
      - Traps can cast Keeper powers
      - Traps can spawn units
    • Units will not freeze at their spawn under CAVE IN
    • Players can teleport to location of choice in possession
      - Use the zoom keys as defined in the 'define keys' menu. For example, first press T, then teleport to go to the treasure room.
    • Chicken spell only works on friendly ground (like it did in DK)
    • Keepers will better defend their heart against ranged attacks
    • New '-campaign' command line option, to be used with -level
      - Use the name of the config file, say: -campaign ancntkpr -level 9
    • More scaling options for ingame cinematics
      - Launcher cannot set this yet, so edit keeperfx.cfg
    • Windows DPI settings ignored - fixes play on ultra high res monitors
    • The -1player command line option can now be used to automatically assign computer players to undefined keepers (mutliplayer maps)
    • Fixed game breaking bug in NG+ level 20
    • Updated readme file
    • Slabs changed from the level script will be automatically untagged if applicable
    • Support for non-standard keyboard layouts. (AZERTY, QWERTZ, etc)
    • New 'USE_POWER' level script command
      - See here: https://github.com/dkfans/keeperfx/w...nds#unreleased
    • Made the 'Define Keys' menu easy to use
      - Mouse3 and scroll wheel can now be assigned to functions in 'Define Keys'
      - Added some more items to define keys menu
    • Scrollbars can now be dragged
    • Party spawn fix in 97-Dixaroc
    • Made creature menu consistent: Shift is weak, Ctrl is strong. Left is pickup, Right is zoom. On any number/button.
    • Disease creature spell fixed
    • SET_TRAP_CONFIGURATION script command now works on saved-games
    • Units no longer get indefinite speed when held after a slap
    • Tunneler trails now target color (like in DK Gold)
    • Tunnelers can no longer breach recently fortified walls
    • Tunnelers will go to dungeon heart if they get a DUNGEON target before the level is finished loading




    Alpha period over: Go download the beta from here: https://keeperklan.com/threads/7368
    Last edited by YourMaster; June 10th, 2022 at 15:47.

  2. #2

    Default Re: KeeperFX - Test builds for version 0.4.9

    "One-click-build" is a very useful feature. It seems to work well.

    However, there is a problem with Korean.

    Click image for larger version. 

Name:	keeperfx_0.4.9_a_2215.png 
Views:	266 
Size:	202.9 KB 
ID:	2082

    Copying gtext_kor.dat from 0.4.8 works.

    However, it seems that the text is missing from the key setting.

    Click image for larger version. 

Name:	keeperfx_0.4.9_a_2215_02.png 
Views:	140 
Size:	243.1 KB 
ID:	2083

    In English, this is the part that comes out.

    Click image for larger version. 

Name:	keeperfx_0.4.9_a_2215_01.png 
Views:	152 
Size:	280.5 KB 
ID:	2084

    Thank you.

  3. #3

    Default Re: KeeperFX - Test builds for version 0.4.9

    Quote Originally Posted by mu mu View Post
    "One-click-build" is a very useful feature. It seems to work well.

    However, there is a problem with Korean.

    Click image for larger version. 

Name:	keeperfx_0.4.9_a_2215.png 
Views:	266 
Size:	202.9 KB 
ID:	2082

    Copying gtext_kor.dat from 0.4.8 works.

    However, it seems that the text is missing from the key setting.

    Click image for larger version. 

Name:	keeperfx_0.4.9_a_2215_02.png 
Views:	140 
Size:	243.1 KB 
ID:	2083

    In English, this is the part that comes out.

    Click image for larger version. 

Name:	keeperfx_0.4.9_a_2215_01.png 
Views:	152 
Size:	280.5 KB 
ID:	2084

    Thank you.
    I need some new translations. So if you could add whatever is missing to this file: https://raw.githubusercontent.com/dk...g/gtext_kor.po
    I would love to include it in the next alpha.

    EDIT: I checked, I did include the languages files as build, and I get the same problem as you do. I'll investigate this, and provide the fix when I have it.
    EDIT2: I fixed it, here's the fixed file: https://keeperfx-loobinex.keeperklan.../gtext_kor.zip It's still missing the new translations of course.
    Last edited by YourMaster; November 6th, 2020 at 16:09.

  4. #4

    Default Alpha 2224

    I've uploaded a new version: Alpha 2224.

    What's new:

    • Fixed recent bug (856) that allowed you to sell enemy traps with the one-click-sell feature
    • Fixed recent bug (851) that allowed you to possess units even if you did not have access to the power
    • New script command: USE_POWER_AT_LOCATION
      - What was USE_POWER_AT_LOCATION is now USE_POWER_AT_SUBTILE
    • Added classic flame breath to legacy configs
      - Playing ancient keeper or any other legacy maps will now have the dragon with overpowered flamebreath in possession
    • Increased threshold for 'thing limit' warning message to appear
    • It's now possible to use the keyboard shortcut to query enemy units you captured


    On an unrelated note, there's many people contributing to KeeperFX nowadays. To see who did what you can see the commits by clicking 'What's new' above. But here is a list of contributors.

  5. #5

    Default Re: Alpha 2224

    gtext_kor.zip

    I translated the rest.

    Thank you.

  6. #6

    Default Re: Alpha 2224

    Quote Originally Posted by mu mu View Post
    gtext_kor.zip

    I translated the rest.

    Thank you.
    No thank you, I added your translations.

    Unfortunately, I noticed the originals were still lacking from numbers 996 to 1005. Could you be so kind as to translate these too?
    Also, I noticed you made numbers 969 to 975 in English, why?

    Here is the updated file:
    https://github.com/dkfans/keeperfx/b...g/gtext_kor.po

  7. #7

    Default Alpha 2232

    I've uploaded a new version: Alpha 2232.

    What's new:

    • New Dungeon Special: Mysterious Box
      - It sets a script flag for the player who claims it, BOX#_activated, where # is the number of the box
      - Can be set by placing the Statue6 object with Adikted, will always get # set as 0. Wait for an Adikted Update for it to be better integrated.
      - Map makers can use it to make a special do whatever he wants.
    • Several new and updated script commands:
      - ADD_OBJECT_TO_LEVEL: Mapmakers can now place objects with the level script
      - ROOM_AVAILABLE: You can now set rooms to become available/researchable when claimed, saving on IF-statements
      - With IF statements you can now compare BOX#_ACTIVATED flags from players.
      - ADD_TO_FLAG and SET_TO_FLAG: These can now set CAMPAIGN_FLAGS too, as well as the new BOX#_ACTIVATED flags and the regular flags.
      - There's a new 'TRIGGERED_OBJECT' location, for commands that have a location/action_point to for example spawn units. It's the location of the last activated Mystery Box.
      - USE_SPECIAL_INCREASE_LEVEL, USE_SPECIAL_MULTIPLY_CREATURES, USE_SPECIAL_MAKE_SAFE, USE_SPECIAL_LOCATE_HIDDEN_WORLD
    • Translation updates
    • Fixed an error in trapdoor.cfg that placed an error in the log

  8. #8

    Default Re: KeeperFX - Test builds for version 0.4.9

    Hey, installed the game after a couple of years. Just wanted to say its a very great improvment than last time i played it. Also you forgot to put Heroic Invasion II in the classic level section, there is only hero invasion I

  9. #9

    Default Re: KeeperFX - Test builds for version 0.4.9

    Nice to hear, thanks. I've just put a handful of maps in, I would love to add a set of only properly made maps. Did not feel like actively going through them all at this time, so read an old topic of mine where I placed short reviews to pick a few. I'm would be very happy to hear from people which maps really deserve to be there. Or if I put maps there that shouldn't be there.

  10. #10

    Default Re: KeeperFX - Test builds for version 0.4.9

    gtext_kor.zip

    Translated the remaining ones again.

    Thank you.

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