Page 9 of 10 FirstFirst ... 7 8 9 10 LastLast
Results 81 to 90 of 91

Thread: KeeperFX - Test builds for version 0.5.0

  
  1. #81

    Default Re: KeeperFX - Test builds for version 0.5.0

    Quote Originally Posted by Jordan View Post
    After testing it some more I think it might have been fluke, but it happened twice in a row, which is why I thought it might've been a new issue. My resolution was 640x480 (it's the only one the game will let me play it in without it going into a window) and it happened on Wishvale in the Blue Keeper campaign.

    If you're on the discord, seek me out on the technical support channel, the game should be playable in any resolution you want so we could troubleshoot there.
    Last edited by YourMaster; December 7th, 2022 at 00:19.

  2. #82

    Default KeeperFX - Alpha 3118

    New update: Alpha 3118.

    Like last time, many new changes only under the hood that provide no changes, but might break things. We're getting really, really close to not using original functions from the DK dll anymore.

    Beyond that, what's new:

    • Fixed creatures staying red when hurt during frameskip
    • Possible to have more shots in campaign magic-config compared to default magic-config
    • Dig animation used for digging and tunneling, instead of attacking
      - Both animations are the same by default, so unless you mod your game you will notice no change here
    • Fixed bug from previous version that made tooltips too short
    • Floating spirit does not fall to the floor in possession anymore
    • Possessing a floating spirit placed by map editor no longer crashes the game
    • Added some missing Spanish translations
    • Fixed a bug where canceling 1-click build would make it impossible to click things
    • Lots of work in preparation for custom map sizes. Should not, but may break regular maps too.

  3. #83

    Default KeeperFX - Alpha 3129

    Emergency fix: Alpha 3129.

    People are experiencing crashes. Hope with this version not anymore.

    Beyond that, what's new:

    • Undid ceiling code that seemed to cause crashes for people
    • No longer change zoom level when closing menu
    • Reworked creatures casting spells inside and outside of combat
    • Fixed flickering cursor light
    • Made it possible for map makers to assign custom shots to creatures

  4. #84
    Demon Spawn UnknownMaster21's Avatar
    Join Date
    Jul 2010
    Location
    Finland
    Posts
    198

    Default Re: KeeperFX - Alpha 3129

    Haven't been around here for while. I guess I have to start all over again! :P Gonna try that Alpha

  5. #85

    Default Re: KeeperFX - Alpha 3129

    Quote Originally Posted by UnknownMaster21 View Post
    Haven't been around here for while. I guess I have to start all over again! :P Gonna try that Alpha
    Sure, loads has changed. Be sure to join the discord server too.

  6. #86
    Demon Spawn UnknownMaster21's Avatar
    Join Date
    Jul 2010
    Location
    Finland
    Posts
    198

    Default Re: KeeperFX - Alpha 3129

    Oh...My...Goodness! The difference is absolutely huge!

  7. #87

    Default KeeperFX - Alpha 3153

    Wonderful update today: Alpha 3153.

    The final functions are now rewritten, there's some data still in the dll, but by and large we can move past any of the original limitations KeeperFX had for using Dungeon Keeper code. Big changes to follow for sure.
    Breaks save compatibility with previous alphas.

    what's new:

    • Quadrupled the thing limit, should be enough for players to not run into issues with thing limits ever again.
    • Possible to add more creature types to the game or custom campaign
      - Up to 64 in total
      - Floating Spirit should remain the final one in the list in creature.cfg
      - Adding new lair objects to objects.cfg for these creatures to use is still problematic (they are invisible)
    • Handled the final issues related to 'small maps'. Mapmakers can now make maps for FX in sizes other than 85x85 slabs.
      - For now it can not 'exceed' 85 slabs in either dimension yet.
      - Use new version of unearth to make these maps
    • Evil keeper can now be played in any of the game languages
    • Chinese translations for:
      - Burdened Imp campaign
      - Nikolai's Castles campaign
      - Grinics' KReign campaign
    • Heroes will attack empty player rooms that are not connected to the main dungeon now (if they intend to attack rooms)
    • The 'blow' value of shots can be set to negative, which will cause implosions
    Last edited by YourMaster; December 24th, 2022 at 13:28.

  8. #88
    Demon Spawn UnknownMaster21's Avatar
    Join Date
    Jul 2010
    Location
    Finland
    Posts
    198

    Default Re: KeeperFX - Alpha 3153

    Excellent! Absolutely excellent news!

  9. #89

    Default Re: KeeperFX - Test builds for version 0.5.0

    sorry my bad english..Random sound causes confusion of background music, and ghost textures is faulty

  10. #90

    Default Re: KeeperFX - Test builds for version 0.5.0

    Quote Originally Posted by zyzerg View Post
    sorry my bad english..Random sound causes confusion of background music, and ghost textures is faulty
    Thank you, these will be handled in next alpha.

    Edit, both should be fixed here: https://keeperklan.com/threads/7429-...ll=1#post58254
    Last edited by YourMaster; December 28th, 2022 at 15:02.

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
  •