Code Monkey home page Code Monkey logo

keeperfx's People

Watchers

 avatar

keeperfx's Issues

Sub dungeons could work better

"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

Green/Red cube vanishes

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:

Creatures can't attack or do any spells

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

Reproducable game freeze in level 14

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:

Imps don't carry corpses to graveyard

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

Cursor doesn't adapt to smaller walls

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

Level Script - Alliances on and off

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

Creatures dont recover health with lair

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

Alliance between Keeper and Good player

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

Dropping creatures with backspace may do bad

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

Traps number not consistent

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

Stealing spells doesn't work

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

Portable video/keyboard/mouse support

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

Imps/creatures routing doesn't spread the complete area

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

A creature attacking invisible creature

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

Imps walking around columns in treasure room

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

Several issues/defects

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

Imp's stuck carrying something

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

Dropping prisoner into torture chamber causes friendly creatures to attack

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

Room costs, door and trap costs from custom creature.txt are not applied

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

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.