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"Sub dungeons", that is, parts of the dungeon separated by locked doors do
not work very well at times. It's evident for instance on the map in the
original DK campaign where you start with two horned reapers, each locked
into its own mini dungeon. Turns out they will rather starve to death than
visiting the hatchery available in their dungeon in some cases, complaining
about their lairs being inaccessible when they are not, and so on.
I'm not sure if this is a problem introduced with KeeperFX or if it already
was like this in original DK, I have no memory of it.
Original issue reported on code.google.com by [email protected]
on 10 Apr 2010 at 6:39
What steps will reproduce the problem?
1.Level 2 - original
2.
3.
What is the expected output? What do you see instead?
In buil mode when navigate through the dungeon the green(red) cube vanish...
not the cursor. i can put room.
reappear when navigate on undiscovered border.
What version of the product are you using? On what operating system?
.38a, vista, 640x480
Please provide any additional information below.
sorry for my english...
Original issue reported on code.google.com by [email protected]
on 12 Jan 2011 at 9:46
Attachments:
What steps will reproduce the problem?
1. Playing the game quite a while (+2 or 3 hours, I think)
What is the expected output? What do you see instead?
Creatures can't attack or cast spells, neither when the creature is possessed.
VERY annoying, because the level can't be won.
What version of the product are you using? On what operating system?
0.37c winXP
Please provide any additional information below.
This bug is part of more bugs, especially when playing for quite a while.
Original issue reported on code.google.com by [email protected]
on 22 Dec 2010 at 8:50
See attached save file. After a few seconds game crashes. I suspect the
task_move_creature_to_room function, which hasn't been rewritten as of yet.
Original issue reported on code.google.com by [email protected]
on 15 Apr 2010 at 12:33
Attachments:
What steps will reproduce the problem?
1. Load the save game 'crash' from attachment
2. Wait about 10 seconds
3. Game will freeze
What is the expected output? What do you see instead?
Game should keep running.
What version of the product are you using? On what operating system?
0.38c on Windows 7 Professional 64 Bit
Please provide any additional information below.
I've attached a keeper_dbg log of the game flow till freeze.
(No crash but the game stops rendering and responding to input)
Original issue reported on code.google.com by [email protected]
on 28 Feb 2011 at 12:19
Attachments:
What steps will reproduce the problem?
1. You have to drop the imps on corpses if they are to get them to the
graveyard.
What is the expected output? What do you see instead?
That you don't have to drop imps on every corpse. That they would do it
themselvs, like with prisoners.
What version of the product are you using? On what operating system?
0.38b, XP
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 22 Feb 2011 at 10:43
What steps will reproduce the problem?
1. Changing wall size to small
What is the expected output? What do you see instead?
The walls should be smaller, they are but the
What version of the product are you using? On what operating system?
0.35 complete, Windows 7 x64
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 23 May 2010 at 6:37
Enhancement suggestion:
Being able to turn a alliance on and off by adding a simple ,0 or ,1 behind the
original commando. Offcourse the old one must stay hence everything ells runs
on it. Its ment as an 'add'. :)
Original issue reported on code.google.com by [email protected]
on 8 Jan 2011 at 7:51
Add a scroll bar to save window and make any other necessary code changes
to allow any number of save games.
Original issue reported on code.google.com by [email protected]
on 15 Apr 2010 at 12:36
What steps will reproduce the problem?
1. Creatures using the lair to recover health after battle.
What is the expected output? What do you see instead?
Creatures move about lair when dropped, and then walk out with recovering health
What version of the product are you using? On what operating system?
0.38a and using Windows 7
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 9 Jan 2011 at 2:42
Background:
Map Script file allows to define alliances between players.
Problem:
If alliance is defined between keeper and good (hero) player, the hero
creatures won't attack players creatures; but still, hero creatures will attack
allied Dungeon Heart nearby.
Solution:
Update target selection for heroes to support alliances completely.
Original issue reported on code.google.com by [email protected]
on 14 Jun 2010 at 4:36
Background:
Backspace can drop previously picked up creatures into treasure room,
prison, torture chamber, portal or temple.
Problem:
This will make creatures take money, get angry or be sacrificed.
Solution:
For automatic drops, there should be a second function to determine
creature job - the best would be to use last job instead of searching for
new one.
Original issue reported on code.google.com by mefistotelis
on 15 Mar 2010 at 7:47
What steps will reproduce the problem?
1. producing traps (doors is no problem) in the workshop
2. placing traps
What is the expected output? What do you see instead?
The number available traps on the dashboard doesn't correspond with the
available traps in the workshop. At some point, the game "forgets" traps, so
they are physically available in the workshop (they can be seen and the consume
space in the workshop), but they can't be placed from dashboard.
I think the way it counts the traps isn't completely fault-free.
What version of the product are you using? On what operating system?
0.37c winXP
Please provide any additional information below.
The sum is quite easy:
we have:
traps in workshop (tw)
traps on their way (totw)
unused traps, but not in workshop. (ut)
installed traps (it)
blueprint (the partly invisible unit where a trap has to be placed) (bp)
available traps on dashboard = tw + totw - bp
These are all traps that are property of the keeper, minus the ones that have
to be installed.
This number has to be calculated when one of the numbers change:
trap is used, returns to blueprint
imp loses a trap on the way
imp places found trap in workshop
trap is created
a trap is placed: user defines blueprint
workshop is lost (by taken control or destroying)
I don't know if this would make a problem for recognizing the difference
between found traps (taken to the workshop) and traps on their way.
Both are carried by imps, so the code has to know the difference by looking at
the route of the imp.
Original issue reported on code.google.com by [email protected]
on 22 Dec 2010 at 9:13
Background:
In a level script, it is possible to add hero creature to map and give it
specific objective. One of the possible objectives is "STEAL_SPELLS", which
should make the creature go to the players library, pick up a spell and try
to escape.
Problem:
Stealing spells is not implemented - when used, the creature will just
attack player's dungeon heart.
Solution:
Implement the stealing spells behaviour:
1. Search for players library which is navigable and contains any spells
2. Go to the library
3. Choose a specific spell to get
4. Walk to the spell and pick it up
5. Try to escape through navigable hero gate
6. If cannot find library, cannot find spells or cannot escape - just
attack heart
Original issue reported on code.google.com by mefistotelis
on 24 Mar 2010 at 6:58
Background:
KeeperFX, like original DK, uses Direct Draw drivers to support video and
keyboard. For mouse support, Win32 API handlers are used.
Problem:
Direct Draw causes problems on new systems, and is only supported by
Microsoft Windows OS. It would be better to use some multi-platform library
for KVM support.
Solution:
Replace DirectDraw use with SDL - open-source and portable library which
has strong position, is constantly updated and used in many games.
Original issue reported on code.google.com by mefistotelis
on 24 Mar 2010 at 1:12
What steps will reproduce the problem?
1. Big map (can't "measure" the size unfortunately)
What is the expected output? What do you see instead?
When an imp has to take a long route, it simply doesn't. For example, when on
the other side of the map the imp has to dug gold. Even level 10 imps with the
teleportation spell aren't able to do the trick.
It's not that the imps aren't able to route at all, because when the "finish"
is close enough, the imp is able to reach it.
What version of the product are you using? On what operating system?
0.37c winXP
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 22 Dec 2010 at 8:56
Background:
When a visible creature meets an invisible creature, a weird thing occurs:
the visible creature wants to attack the invisible creature but cannot and
causes the fight to stop, without giving enough time for the invisible
creature to attack properly (excepted if he's close of an enemy dungeon
heart or the targeted visible creature).
Problem:
Once the fight stops, the game checks for fights again and it starts back
between the same two creatures: the visible creature wants to attack the
invisible creature but cannot and the fight stops, the fight starts over
again then stops then starts then stops and so on, in a constant loop,
which causes the attacks to loop very fast as well.
Solution:
When a visible creature meets an invisible creature, it should flee, and
the invisible creature should keep trying to attack the visible one.
Another solution is to make creature visible if it's attacking something.
Original issue reported on code.google.com by [email protected]
on 6 Apr 2010 at 8:25
What steps will reproduce the problem?
1. Playing for quite a time (2 hours + I think)
2. Happens more frequently when scrolling the view to the treasureroom
What is the expected output? What do you see instead?
Imps are running around (in squares, to be precisely) columns in the
treasureroom.
What version of the product are you using? On what operating system?
0.37c winXP
Please provide any additional information below.
When playing that long, there are additional bugs.
Original issue reported on code.google.com by [email protected]
on 22 Dec 2010 at 8:47
There are some problems in KeeperFX.
After quite a while (especially in the later levels) there can be some problems
with:
Doing spells, the create imp spell ain't working and more.
Making doors: At a lot of places doors are "placed", meaning they dissappear
from the workshop but they aren't physically placed, the doors disappear into
nothing.
There are some problems with viewing doors on the map and/or screen.
There are some problems with routing imps, they don't go to places that are far
away, or only when you're hoovering the camera to that place, very weird.
I've seen some thiefs training over level 10, for becoming a knight, but
without becoming a knight, so they stay leveling up.
Sometimes, imps take stuff (defeaten enemies, traps, bodies) with them, but
"forgetting" to take it to the right place and walking around with it
when, for example, digging for gold.
And creatures that can teleport themselves (vampires), can teleport themselves
through (closed) doors from the enemy. I think they shouldn't be able to
teleport themselves to enemy area at all.
The problem with not being able to cast spells counts also for creatures. When
taking control, the spells of creatures are blocked, sometimes they even can't
physically attack. Very annoying, this ruins a total game.
I think there are still some problems with the workshop. Stuff that's in the
workshop isn't always available, so they aren't usable but are using space.
Treasuries sometimes are physically full, but the flag says there's still room.
And that's all, I think. The problems are in version 0.37C
Original issue reported on code.google.com by [email protected]
on 6 Oct 2010 at 9:19
What steps will reproduce the problem?
1. Have an imp pick up a trap crate/ body (I've seen these 2 but it probably
doesn't matter what it's carrying)
2. The imps path finds an enemy causing it to flee
What is the expected output? What do you see instead?
The imp flees when the imp stops fleeing I expect the imp to continue with the
previous job (taking crate to trap, taking body to graveyard etc.)
The imp "forgets" it's carrying something and starts a new job e.g. mining
gems. It's now impossible to pick the imp up since it's still carrying
something.
- Probably just the imp's job changes to "flee" and when the job finishes just
picks a new one to do. doesn't really matter when it's not carrying something.
What version of the product are you using? On what operating system?
This was on 0.37c under windows7.
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 27 Jan 2011 at 11:47
1. Select prisoner.
2. Make sure a friendly creature is near torture chamber.
3. Drop prisoner on torture chamber with intent to torture him.
Friendly creatures will attack prisoners for a split second when prisoners
are dropped into torture chamber. The problem is here with ranged attacks
and freshly captured low health prisoners; it's very easy for the prisoner
to get killed by e.g. gas grenade or meteor since the magic will do damage
even though the split second attack has stopped.
Solution: Make prisoners not be attacked when dropped into torture chamber.
Original issue reported on code.google.com by [email protected]
on 6 Apr 2010 at 8:23
The "dashboard" (where you can select rooms, spells, etc. doesn't size correct
when the game is played in high resolution (1280x1024x8 and higher confirmed).
The map has the same problem, probably some things more.
Original issue reported on code.google.com by [email protected]
on 14 Sep 2010 at 9:02
What steps will reproduce the problem?
1. For example, play DzjeeAr's 6-level campaign. On the third level build a
temple, manufacture and sell some traps/doors.
2.
3.
What is the expected output? What do you see instead?
Temple should be very expensive, selling doors and traps should generate almost
no income, however all values are from default dungeon keeper. See the
campaign's creature.txt for exact numbers - they are not applied.
What version of the product are you using? On what operating system?
0.38a on Windows 98SE
Please provide any additional information below.
Well, that's not about this bug, but I want to tell you that sprite limit made
DzjeeAr's 6-level campaign unplayable. I just can't complete the third level,
because sooner or later you just can't fight - no spell/strike can be made, no
doors can be placed, placing a trap causes immediate crash. And I've reached
the limit in any of three his levels, but I just can't continue this level. May
be sprites are leaking somewhere? In original DK Gold there is no such trouble.
I'm not writing a separate issue because you wrote about the limit in FAQ, but
you should know it - some campaigns just cannot be completed on KeeperFX,
though they can be completed on original DK.
Original issue reported on code.google.com by [email protected]
on 21 Feb 2011 at 7:56
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