Page 4 of 6 FirstFirst ... 2 3 4 5 6 LastLast
Results 31 to 40 of 59

Thread: KeeperFX - Test builds for version 0.5.0

  
  1. #31

    Default Re: KeeperFX - Alpha 2933

    Quote Originally Posted by Krizzie View Post
    I will try to make it happen again and post the save file here.

    It looks like the game desyncs internally somehow. Last time it happened it froze up completely, long time since that happened to me.

    I'm on 2933 now, so maybe it doesn't happen again (fingers crossed)
    On discord somebody had it too and helped figure it out. You will have it in 2933 still, and no need to try and reproduce it in this version. If you still have any of the issues you reported here in 2941 as well, I would love to know.

  2. #32

    Default KeeperFX - Alpha 2941

    New update: Alpha 2941.

    An Emergency fix for everything corrupting on long games. It was mapwho corruptions introduced in 2929.

    What's new:

    • Fixed game corrupting due to incorrect way of removing things
    • Health flower position for straight view corrected
    • Fixed camera movement being bad when paused with delta-time enabled
    • Health flower sizes configurable through keeperfx.cfg
    • Gave projectiles an hitbox. Stops the ability to shoot through corners.
      - A fix for units trying to fight through corners is not included.

  3. #33

    Default KeeperFX - Alpha 2957

    New update: Alpha 2957.

    What's new:

    • Fixed a bug where units would attack enemies through corners
    • Fixed a bug where openings were kept above doors placed by players
    • Fixed bug introduced in previous alpha that stopped level names from appearing in 1player menu
    • Fixed delta-time glitches on spellbook lights
    • Redesigned 'healing'
      - Units are now more willing to use their heal spell out of battle
      - Changed when computer players pick up low-health units
      - Changed unit priority on casting self-heal (now they prioritize heal only when hurt badly, will use other buffs first when hurt just a little)
      - It's all based on heal_threshold and heal_requirement values from creature configs, check imp.cfg for full description
      - Made heal_requirement work for imps, and gave them one of 20, so low health imps will go toking sooner
      - Imps can now cast heal spell if a mapmaker/modder gives them access to the spell
    • Audio sliders rescaled, making it easy to set the volume
    • Added an option to set the mentor voice volume
      - It's relative to the sound fx volume, so 100% is 'just as loud as the effects'
      - Set it in the sound menu or main options menu
    • Fixed and scaled the minimap dotted line to the hearth
    • Smoothed minimap and tooltip position
    • When units are slapped, they now make the specific 'slap' sound from the unit configs, instead of the general 'hurt' sound
      - Slap a hellhound to easily tell the difference
    • !ft console command now shows your fps
    • Primary target for creature instances now configurable in creature.cfg
    • Aligned creature icons in creature menu (monk was too far left in the list)

  4. #34

    Default Re: KeeperFX - Test builds for version 0.5.0

    Click image for larger version. 

Name:	cover5.jpg 
Views:	23 
Size:	37.7 KB 
ID:	2263

    When a new version of keeperFx comes out

  5. #35
    Mapmaker
    Join Date
    Jan 2012
    Location
    Bristol, United Kingdom, United Kingdom
    Posts
    122

    Default Re: KeeperFX - Alpha 2900

    Hi

    I have quite a few free play level folders.
    One of them namely Pierre's levels, for whatever reason, only shows levels 1-7 where there are 9 levels in the folder.
    Only when I was looking through the log for another reason I've noticed this.

    Warning: Can't add freeplay level from "ddisk1.lif" to campaign "Pierre's Levels"
    Warning: Can't add freeplay level from "map00008.lif" to campaign "Pierre's Levels"
    Warning: Can't add freeplay level from "map00009.lif" to campaign "Pierre's Levels"

    I've attached the entire log.

    Also in the last two alphas, I'm noticing the light that normally follows the hand, as you move round the map, no longer darkens when moving over spaces (like hidden troves) when the fog of war is still black.
    Also that when I'm moving over walls it doesn't show up at all.
    Attached Files Attached Files

  6. #36

    Default Re: KeeperFX - Alpha 2900

    Can you send me the Pierre's levels folder you have and does not work?

  7. #37
    Mapmaker
    Join Date
    Jan 2012
    Location
    Bristol, United Kingdom, United Kingdom
    Posts
    122

    Default Re: KeeperFX - Alpha 2900

    Of course
    Please find them attached alongside the config file
    Attached Files Attached Files

  8. #38

    Default Re: KeeperFX - Alpha 2900

    Quote Originally Posted by shortmicky View Post
    Of course
    Please find them attached alongside the config file
    I don't know yet why they don't work, but if I change `09, Verfallener Tempel` to `9, Verfallener Tempel`it suddenly works. I'll investigate more, but that's a workaround for now. You have lots of errors in your files though, check keeperfx.log after you start a level.

    Edit: In the next alpha is will accept numbers 08 and 09 as well.

    As for the darkness,... I know there's issues with lighting we have yet to identify them so any clear info there is helpful. You mean there's a difference on how the mouse light behaves over unexplored ground? And that unlike before, you can no longer use the light to detect open areas below the fog of war, and that unexplored walls break the light completely?
    Last edited by YourMaster; September 4th, 2022 at 18:12.

  9. #39
    Mapmaker
    Join Date
    Jan 2012
    Location
    Bristol, United Kingdom, United Kingdom
    Posts
    122

    Default Re: KeeperFX - Alpha 2900

    Quote Originally Posted by YourMaster View Post
    As for the darkness,... I know there's issues with lighting we have yet to identify them so any clear info there is helpful. You mean there's a difference on how the mouse light behaves over unexplored ground? And that unlike before, you can no longer use the light to detect open areas below the fog of war,
    Yes this is exactly what I mean

    and that unexplored walls break the light completely?
    I've tried to encapture what I mean with the photos I've attached.
    As you can see when my mouse is above my wall there is no surrounding light. But over ground it works as normal.
    However this isn't specific to my wall, I find this all over the maps, with gold, gems.

    I do think they may both be related though.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	20220906_190409.jpg 
Views:	21 
Size:	12.08 MB 
ID:	2266   Click image for larger version. 

Name:	20220906_190415.jpg 
Views:	17 
Size:	11.01 MB 
ID:	2267  

  10. #40

    Default Re: KeeperFX - Test builds for version 0.5.0

    sorry my bad english..The same hand light will disappear and reappear after rolling frequency. There is an old bug in the level with computer opponents. Too many units lead to the disappearance of spells and smoke effects. It seems that there was no such thing before. I'm not sure

Similar Threads

  1. KeeperFX - Test builds for version 0.4.9
    By YourMaster in forum KeeperFX
    Replies: 176
    Last Post: June 10th, 2022, 14:55
  2. Replies: 441
    Last Post: August 3rd, 2020, 01:37
  3. Nightly builds of KeeperFX
    By jomalin in forum KeeperFX
    Replies: 12
    Last Post: December 8th, 2013, 14:39
  4. KeeperFX and GOG's DOSBox version
    By Shadowblade in forum KeeperFX
    Replies: 12
    Last Post: October 26th, 2013, 17:34
  5. KeeperFX version 0.32
    By dragonfist in forum KeeperFX
    Replies: 6
    Last Post: November 16th, 2009, 00:58

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •