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keeperfx's Issues

Creature being slapped when frozen - improper reaction

What steps will reproduce the problem?
load attached file

What is the expected output? What do you see instead?
paladin atack freez
http://youtu.be/KBsDlbh6fDQ


What version of the product are you using? On what operating system?
0.40 r452 win 7 32 bit


Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 26 Jan 2012 at 12:12

When playing with 3 or more players in DK the game goes all the time out of sync

What steps will reproduce the problem?
1. Prepare a network game via a LAN network
2. Prepare two or more computers to join a host
3. Let those computers join the host
4. Let one of the computers type a message and you see it takes about 2 min 
before the message pops up.
5. When you start the game it takes ages to select a level (if you are with 3 
players or more)

**NOTE** When I play 1v1 it works perfectly. When I'm trying to start with more 
players the games goes completely out of sync.

What is the expected output? What do you see instead?
Expected: Normal gameplay and not completely out of syc.
Current: Even in the gamelobby the players are completely out of sync

What version of the product are you using? On what operating system?
Version 0.4.0.386, Windows 7 (64 Bit) 8 G of RAM, GT525M Nvidia

Please provide any additional information below.
Currently no log available...

Original issue reported on code.google.com by [email protected] on 24 Jul 2011 at 4:23

KeeperFX crashes when starting. Result:"LbBullfrogMain" error

What steps will reproduce the problem?
1. Starting KeeperFX
2. Skipping the first two screens with mousebutton or "space"

What version of the product are you using? On what operating system?
Version 0.40 on Windows XP pro 32bit

Error text (also see attachments):

"Setting up game failed.
This error in 'LbBullfrogMain' makes the program unable to
continue. See 'keeperfx.log' for details."

Original issue reported on code.google.com by [email protected] on 21 Jun 2011 at 7:35

Attachments:

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

energy weapons do zero damage

What steps will reproduce the problem?
1. start any level dependent on mistresses (caddis fell in free play)
2. put them into combat
3.

What is the expected output? What do you see instead?
two high level mistresses should defeat theenemies on offer easily.  They both 
die having done next to no damage.

What version of the product are you using? On what operating system?
latest, windows xp

Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 22 Feb 2012 at 11:10

  • Merged into: #26

open all doors bug ?

What steps will reproduce the problem?
load attached file
or start keeperFX / ancient company / KWAN TEK'S ORDEAL level 

What is the expected output? What do you see instead?

at this level at the bottom of the enemy opened all the doors, logically they 
should be closed (if I'm wrong then this crazy company)

I went with open doors but only using the bug when the opponent does not 
respond to an attack of heart dungeon


What version of the product are you using? On what operating system?
0.40 build 406 win 7 64 bit

Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 4 Jul 2011 at 7:20

Not told about dead prisoners.

What steps will reproduce the problem?
1. Having prisoners about to die in Prison
2.
3.

What is the expected output? What do you see instead?
That when they die to be told about it, but I don't get told it just happens

What version of the product are you using? On what operating system?
0.4.0.448 on Windows 7

Please provide any additional information below.
It's something I've only noticed since playing Keeper FX.
Sorry I don't have a save game available

Original issue reported on code.google.com by [email protected] on 8 Jan 2012 at 12:30

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

imps job stack keeps resetting

What steps will reproduce the problem?
1. take an imp from any task, reassign it to a new task and after completing 
the absolute minimum of the new task it'll reset to the original task.

What is the expected output? What do you see instead?
original game kept the imp assigned to the new task. Far superior gameplay

What version of the product are you using? On what operating system?
current, windows xp

Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 22 Feb 2012 at 11:13

  • Merged into: #28

Screen defect when possessing spider

When possessing a spider, the screen was skewed completely making it 
impracticable. The panel is diagonally stretched. Other creatures work fine, so 
must be some sort of eye effect related to spiders and maybe other creatures.

Resolution was 1366x768x32
Dungeon Keeper FX ver 0.4.0.386 (standard release)

Original issue reported on code.google.com by [email protected] on 16 Sep 2011 at 11:02

Level 10 Warlocks have reflect spell

Not sure if this is an oversight or intentional, they did not have the reflect 
spell in the original dungeon keeper.

By reflect i mean the rainbow that circles around them and reflects all 
incoming projectile attacks

Original issue reported on code.google.com by [email protected] on 9 Mar 2012 at 5:31

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

craeture spell script bug 0.40

What steps will reproduce the problem?
load attached file

What is the expected output? What do you see instead?
creatures can not cast
http://www.youtube.com/watch?v=sLhvAWX-bKE

What version of the product are you using? On what operating system?
0.40 win 7 32 bit   

Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 19 Jun 2011 at 10:19

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

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:

1 wall ignored if reinofrcing in a corner

When there is a corner - 2 walls adjacent to 1 floor tile and both walls are 
plain dirt, if you drop 2 imps on the same tile, 1 imp will start reinforcing 1 
wall, but the other imp will ignore the other wall and go of to find another 
job.

Original issue reported on code.google.com by [email protected] on 9 Mar 2012 at 5:36

Random freezes during gameplay when dungeon layout complicated

[What steps will reproduce the problem?]


   1.Playing For About 15-60 minutes

   That's all i did to get this problem? It'll happen randomly?

[What is the expected output? What do you see instead?]


   I expected the game not to freeze, but it randomly froze?

[What version of the product are you using? On what operating system?]


   The latest Version of DK and FX.

System

   Windows 7

   Processor:                Intel(R) Pentium(R) D CPU 3.40GHz
   Installed Memory (RAM):   2.25 GB
   System Type:              32-bit Operating System

 (Question? Would having windows XP SP2 compatibility on the Original Keeper exe. cause such a problem?)

[Please provide any additional information below.]

   I'm not sure what happens? i checked the log file and it doesn't show any errors? I'm just playing and the game will freeze and ill have to end FX... and load the game -_- I'm attaching the log file, hopefully this will help... p.s. love love FX I'm very impressed on the work it took to get to this point, and despite my issue, I'm still a fan. Keep up the good work (:

Original issue reported on code.google.com by [email protected] on 1 Nov 2011 at 10:47

Attachments:

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

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

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

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

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

Possessing a fly will gurantee a crash.

What steps will reproduce the problem?

  Possessing a fly. Or some other creatures with vision post-process effects.(not all tested)

What is the expected output? What do you see instead?

  Expected to work normally. The game crashes instead.

What version of the product are you using? On what operating system?

  KeeperFX 0.38c

Please provide any additional information below.

Set EyeEffect to NULL in the .cfg file and fixed the problem.

Original issue reported on code.google.com by [email protected] on 10 Apr 2011 at 1:06

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

creature frozen in training room

What steps will reproduce the problem?
1.start and training creature in ancient keeper campaign
or load attached file

What is the expected output? What do you see instead?
in the training room, if trained for more than two creatures, one of them 
frozen but can gain experience

short video 
http://www.youtube.com/watch?v=HUtVOWg1-Jo


What version of the product are you using? On what operating system?
this bug is observed in versions 0.37 0.38 0.39
tested on systems with XP 32bit Win 7 32bit


Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 15 Jun 2011 at 10:51

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

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

When playing original campaign, victory audio only plays for first game won in a given session

What steps will reproduce the problem?
1. Select original campaign, begin at beginning of tower window campaign "map".
2. Select the first level.
3. Complete (win) the level.
4. Press Space to complete level and go to statistics screen.
5. Audio flavor narration for victory will play describing the ruin of the 
land.  For example, "War and anthrax have taken to this land like fleas to a 
rat."
6. Click OK to proceed to high scores.
7. Click OK to proceed to window view of campaign "map", get audio introduction 
to next land, e.g. "Cozyton..."
8. Select the next level.
9. Complete (win) that level.
10. Press Space to complete level and go to statistics screen.
11. No victory audio will play.

What is the expected output? What do you see instead?

After winning a level in the original campaign, the victory audio should play 
after each level.

Instead it only plays on the first game won in a session.  If you exit and 
restart the program, it will play on the next victory, but not on following 
ones.

I coaxed the standard Dungeon Keeper install (Windows 95) into running on XP, 
barely, and it does play the victory audios correctly so all of them appear to 
be present.  (However it corrupts the video palette on the campaign map and 
I've been unable to correct that, which is why I tried KeeperFX.)

What version of the product are you using? On what operating system?

KeeperFX CCP 0.40 complete, downloaded 17/02/2012
Dungeon Keeper installed from 1997 DK CD from EA
Windows XP Media Center edition (US) with SP3, 
also tested on second computer with Windows XP Home (US) with SP3 

Please provide any additional information below.

Hardware 1: Dell Inspiron 6000 laptop, Pentium M 1.6GHz (Centrino), 2GB RAM, 
1280x800 display, Intel 915GM family graphics, built-in audio

Hardware 2: Home-built system, Intel Core 2 Quad 2.4 GHz, 4GB RAM, 1680x1080 
display, Realtek audio chip on motherboard

Original issue reported on code.google.com by [email protected] on 19 Feb 2012 at 4:39

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/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

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

Sprites cropped to right corner at top part of the screen

With higher resolutions than 640x480, the top 10% - 20%? of the screen will 
have the following defect.

Sprites are cropped to just the top right corner. Very noticeable, possibly 
more prominent when fully zoomed in.

Sound produced by activity on the sides of the screen on high resolutions are 
too quiet. Possibly because the game is only producing sound as if the 
resolution was still 640x480?

Dungeon Keeper FX ver 0.4.0.386 (standard release)

Original issue reported on code.google.com by [email protected] on 16 Sep 2011 at 11:06

spell script bug

What steps will reproduce the problem?
1.start and training mistress up to 7 lvl ancient keeper campaign
or load attached file
(This bug is present in other companies, and other creatures)

What is the expected output? What do you see instead?
I'm sorry I find it difficult to communicate in English so I took a short video 
that demonstrates the problem

http://www.youtube.com/watch?v=deVMCIIxMss

What version of the product are you using? On what operating system?
this bug is observed in versions 0.37 0.38 0.39
tested on systems with XP 32bit Win 7 32bit

Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 15 Jun 2011 at 10:38

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

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

keeperfx is experiencing a problem

What steps will reproduce the problem?
1. I use the launcher to get into the game and it's all fine until the menu.
2. Everytime I click Campaign or any of the other options at the menu it takes 
me back to windows and says keeperfx is experiencing a problem.

What is the expected output? What do you see instead?
Well I expect it to take me to the next screen instead of back to windows.

What version of the product are you using? On what operating system?
I am using the newest version... .40 I think. And I run windows vista.

Please provide any additional information below.
It's weird because it was working perfectly yesterday and now I got this 
problem.

Original issue reported on code.google.com by [email protected] on 10 Oct 2011 at 11:13

Hamachi 2 player sync crash

What steps will reproduce the problem?
1. Playing over hamachi 
2. Load up with two players using session command line (eg 5.x.x.x:5555)
3. We tested chat, then client (not host) loads map and re-sync crash out

What is the expected output? What do you see instead?
It loads the map, however then gives error regarding a libf_network.cpp (or 
equivilent named file) when attempting to re-sync. 

What version of the product are you using? On what operating system?
V40 with nightly build patch r452
Win 7 x64 - Geforce 555gtm - 6gb mem

Please provide any additional information below.
Log file attached using keeperfx - hvlog.exe

Original issue reported on code.google.com by [email protected] on 9 Dec 2011 at 5:29

Attachments:

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

Some frozen enemy creatures seem invisible so my creatures will not attack them whilst their frozen

What steps will reproduce the problem?
1. a creature being frozen by your creatures
2.
3.

What is the expected output? What do you see instead?
my creatures to attack, but the frozen creature is stood there frozen not being 
attacked,

What version of the product are you using? On what operating system?
i'm using 0.40 on windows 7

Please provide any additional information below.
it's doesn't always happen so it's hard to get a saved game to you.
the next time it happens i'll try to record it to be seen

Original issue reported on code.google.com by [email protected] on 3 Aug 2011 at 11:39

Imp Behaviour in most recent nightly

What steps will reproduce the problem?
1.Starting a new campaign.
2.Letting Imps take over a tile.
3.Slap them while they're at it.

What is the expected output? What do you see instead?
I expect them to take over the tile, but they just keep playing their "taking 
over" animation instead, stuck in that state somehow 

What version of the product are you using? On what operating system?
Win7 x64, most recent 21.04.2012 nightly, it works in the one before that.

Please provide any additional information below.
Nothing suspicious in the logs

Original issue reported on code.google.com by [email protected] on 27 Apr 2012 at 3:24

drop in the temple bug

What steps will reproduce the problem?
load attached files


What is the expected output? What do you see instead?
throwing two dragons in the temple, the game crashes

What version of the product are you using? On what operating system?
0.40 build 406

Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 3 Jul 2011 at 12:38

Imp do minimum of assigned work

What steps will reproduce the problem?
1.start /good campaign / level warlocks slave
or load attached file

What is the expected output? What do you see instead?
imps can not finish the job, there are violations in the digging, capturing 
territory, transfer of gold, the strengthening of the walls, and so on ... 

small video http://www.youtube.com/watch?v=xDRgIqdmssI


What version of the product are you using? On what operating system?
this bug is observed in versions 0.37 0.38 0.39
tested on systems with XP 32bit Win 7 32bit

Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 15 Jun 2011 at 11:04

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

KeeperFX can't detect game files which have to be copied from original DK

What steps will reproduce the problem?
1. Starting the ''KeeperFX Launcher'' application
2. Pressing the ''Installation'' button
3. Directing the installation wizard to the ''Dungeon Keeper Gold'' or 
''Dungeon Keeper (GOG version)'' directory.

What is the expected output? What do you see instead?

The application is supposed to find and copy the files required for proper 
''KeeperFX'' operation. However it comes always back with ''Game files which 
have to be copied from original DK are not present''. Even though I direct the 
path right to the installation folder.
example: C:\Program Files (x86)\GOG.com\Dungeon Keeper\

What version of the product are you using? On what operating system?

Latest ''KeeperFX v0.40 Full'' and latest Windows XP Pro SP3 and Windows 7 Pro 
SP1

Please provide any additional information below.

I have both the GOG and GOLD CD versions of the games, none of them worked :-/ 
The previous versions of the KeeperFX did in fact work, so I don't understand 
the problem why latest version of KeeperFX can't do the same and the website 
won't let me download the previous versions of it.

Original issue reported on code.google.com by [email protected] on 29 Aug 2011 at 5:53

Wrong screen after free-play level

When playing a free-play level, leaving or finishing the game will bring you to 
the campaign level selection screen rather than the free-play level select 
screen or the main menu.

Dungeon Keeper FX ver 0.4.0.386 (standard release)

Original issue reported on code.google.com by [email protected] on 16 Sep 2011 at 11:08

Dislocated cursor in the main menu

What steps will reproduce the problem?
1. Go to main menu and hover over any selectable button.

What is the expected output? What do you see instead?
Buttons are supposed to be clickable when hovering over them - the clickable 
area seems to be shifted a bit to the right making small buttons, such as the 
scroll arrows, very hard to click.

What version of the product are you using? On what operating system?
KeeperFX 0.39a, Win 7 64 Bit SP1

Please provide any additional information below.
Issue existls in the DOS version of Dungeon Keeper aswell.

Original issue reported on code.google.com by [email protected] on 5 Jun 2011 at 12:45

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