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Posted: Sun Dec 20, 2015 8:02
by KeenRush
Zilem wrote:Keen Galaxy
So after alot of re-tweaking the text within Commander Keen episode 4
i suddenly the entering text for "Slug Village" for some odd reason don't show, just a blank text-less window with the loading portrait.
It doesn't happen anywhere else, but even if i remove the patch-code for that level, it is still missing... i don't see any conflicts
anyone have a clue
I don't know much about Galaxy modding, but two ideas:
-something else is corrupting that level's patching -- try disabling your patches for level 1 (Slug Village being level 2)
-have you checked the actual level data? Maybe you've made the level empty by accident or something?

Posted: Mon Dec 21, 2015 17:06
by Zilem
KeenRush wrote:
Zilem wrote:Keen Galaxy
So after alot of re-tweaking the text within Commander Keen episode 4
i suddenly the entering text for "Slug Village" for some odd reason don't show, just a blank text-less window with the loading portrait.
It doesn't happen anywhere else, but even if i remove the patch-code for that level, it is still missing... i don't see any conflicts
anyone have a clue
I don't know much about Galaxy modding, but two ideas:
-something else is corrupting that level's patching -- try disabling your patches for level 1 (Slug Village being level 2)
-have you checked the actual level data? Maybe you've made the level empty by accident or something?
Yes i have checked every single level, including secret and inaccessible level-warp cheat
and it were only upon entering "Slug Village" level 2a in Keen 4
that any issue, there was no other issue.
and nothing for the levels and they are untouched as the level archive file(s) are untouched.

However i got it fixed.
i removed the line for "Border Village" (level 1) from the .pat
and then when entering level 2a the game crashed due to exceeded the text line length
and i fixed the issue and the other, and noticed what could might cause The entry text for level 1, made the text disappear. for level 2a
even though the entry text below are for: Hillville - and there was no issue there.
on the level entry text table, "Slug Village" is on line 2nd and "Border Village" on 5th

Posted: Tue Jan 05, 2016 22:11
by Zilem
Had some luck, with keen dreams a week ago or so.
where i actually got it launch up with custom sprite frames without halting, not sure what i did right though....
and, i have been working tweaking the frames, that i made a while ago.
Image

and changing the status bar, to be more like the one in Galaxy
Image

But, i have struggled getting TITLESCR.BMP packed into the KDREAMS.CMP Via KeenGraphs...
"The first line of LIST.TXT must contain the graphic name!"
and I have no idea how to get around this issue... (nor had luck finding any)

I have also been updating and tweaking the frames for Galaxy, and invasion of the Vorticons (and some fixes for vorticon...)
and will update the packages when i think I'm finished with them. (which hopefully won't be that long...)
also kinda wondering if i should change Kylie's shirt to red after all...


Since i feel it would be a bit odd to have a rather too late replay to a Christmas topic thread
szemi wrote:Nice picture, Zilem. :)
It is one of the portraits I made for Keen 5, i just though it fit the season ;p
and glad you liked it. ^^
Keening_Product wrote:"Commander Kylie, coming Christmas 2016"
A Christmas themed alternative, i think i can make something like that

Posted: Sat Jan 16, 2016 4:46
by Levellass
Curious. If issues keep plaguing you I can zip up a Keen Dreams with everything set up and you can compare to see.

Posted: Tue Jan 19, 2016 13:30
by Zilem
Levellass wrote:Curious. If issues keep plaguing you I can zip up a Keen Dreams with everything set up and you can compare to see.
I got it working, with some help from szemi.

Turned out the issue i had, pretty much was down to the Keengraph creating list.txt with it lists incorrectly ordered: "F" "A" "B" "C" "D" "E"
rather then: "A" "B" "C" "D" "E" "F"
as when importing it wanted the 4th line to be the first...
I just didn't understand what it was trying to say: "The first line of LIST.TXT must contain the graphic name"
if it had said "graphic list" instead, i would had understood, but "graphic name" just threw me of the bridge (with the train) :crazy

Posted: Wed Jan 20, 2016 6:24
by Levellass
Blargh, I wonder if that's an old or current version? I changed a few things around and I'm not sure what got uploaded.

Posted: Wed Mar 02, 2016 11:22
by Zilem
Levellass wrote:Blargh, I wonder if that's an old or current version? I changed a few things around and I'm not sure what got uploaded.
I think it's the Current - I don't think i have been around here long enough to have gotten hold of any older version...
sorry for the late response.

Posted: Sat Mar 05, 2016 3:54
by Levellass
Well I'm glad the bug was fixed, but this bodes poorly for it.

Posted: Mon Mar 14, 2016 14:37
by Zilem
Over the last months i have done several (maybe more, i literally lost track) minor updates to Kylies sprite sheets,
to iron out the minor annoyances i had noticed

Image
and Finished porting Kylie into the "Universe is Toast" mod series

Image
Also Ported Kylie into Netkeen
and gave Lindsey her dress back


It may noy be Keen stuff, but alas. Happy Keen-day!

Posted: Mon Mar 14, 2016 16:39
by Nospike
Happy Keen Day everyone :birthday May the next year of modding be as fruitful as this one.

Posted: Sun Mar 27, 2016 12:44
by Zilem
Levellass wrote:Well I'm glad the bug was fixed, but this bodes poorly for it.
I found out more about the oddness i have been having with keengraphs ;P

This adjusted picture (Below) look look off-set, but look correct ingame, after being imported with Keengraph
Image
Although it only happens picture; Titlescreen and Portraits, but not sprites.

However when opened in MS paint and just saved, then Imported it with keengraphs. and it will look exactly in-game as it do in the import folder, unlike before.
(so now it is broken off-set-broken in-game aswell XD )

The reason being is that I use a photoshop and not MS paint.
it's like somehow the photoshop add something to the file that keengraphs have an allergic reaction to.
which Modkeen don't.

I use Adobe Photoshop CS6, and have for a years, and other photoshops before that
i started with MS Paint, but that did not work well with multi-layer or multi-part textures.
and multiple file-windows and layers is something that feels like missing an arm to be without.
Now, i don't claim to know how it truly is to be missing an arm...
but i know how it is being an arm short for 4 weeks. as i broke my right hand a few years ago, and it had to be encased in hard plaster.
those 28 days was looong and so was the recovery, 2-handing a mouse as it had gained weight while i was unable to use it with my Right hand =p


TL;DR: Photoshop made nonsense, fixed by re-saving the image in MS Paint, before importing with Keengraph, with no oddness found in-game.

Posted: Sun Mar 27, 2016 13:10
by Nisaba
Adobe is adding a whole lot of metadata junk to your graphics. this might cause these inconvenience you were talking about.

probable solution for CS6:

1. open two files (in different tabs!):
a) the original bitmap
b) a blank file for your new creations

2. pencil as crazy and reduce/shrink all layers onto one single layer

3. copy and paste your output to the original file (which should be indexed)

4. save it. dang!


works for me.

Posted: Sun Mar 27, 2016 13:56
by Zilem
Nisaba wrote:Adobe is adding a whole lot of metadata junk to your graphics. this might cause these inconvenience you were talking about.

probable solution for CS6:

1. open two files (in different tabs!):
a) the original bitmap
b) a blank file for your new creations

2. pencil as crazy and reduce/shrink all layers onto one single layer

3. copy and paste your output to the original file (which should be indexed)

4. save it. dang!


works for me.
That Pretty much is the thing i'm am already doing ;p
Yet Keengraph have some allergic reaction (for non-sprites) regardless ;p

There seem to be an 6 byte size increase though, that MS Paint just scrape off, hmmm.

Posted: Sun Mar 27, 2016 23:16
by Levellass
If you send me the modified bitmap (and original) that's causing issues I can look at debugging.

Re: Commander Kylie

Posted: Fri Mar 10, 2017 7:47
by Zilem
Been a while since i posted something here...
even though i have been tinkering with things now and then.

Some of the things i have Been working with are a version of Kylie without the Helmet, but i was not that found of how it turned out so to reworked it, to have the Ribbon and ponytail be like the in the Portraits where she is not wearing a helmet (including my Avatar)
Image --> Image

And i have been having struggling getting Kylie ported into Szemigi's Keen 10 Mod
but that may very well just be my own fault, as i am not that experience when it comes to Coding... <.<
one of them being "Kylie" is 5 letters compared to a "Keen" which is 4, which have proven problematic before.
But these are some of the tweaks i have been tinkering with for Szemigi's Keen 10 Mod in additional to Kylie.
I Fixed the pipe lines coloring to be Red instead of red or yellow, as that didn't seem to conflict with the background titles
and the Cog wheel that didn't animate correctly (that was not intended right?)
also made the Zenuxian look less friendly
Image Image

Added a second pair of wheels for the factory Cart
Image

altered "Friends" sprites on the world map
Image


I have also tinkered with a Rework of the Vorticons used in Dr. Colossus's Marooned on Mars mod
to have them look less like they are wearing the Swat kat flight suit. and more alike the space suit in "invasion of the Vorticons"
Image
Still have the rest of the frames to do, but what do you think?


and While Playing Nisaba's Buried in Oblivion Map Compilation
I saw The finger pointer in the Help menu was replaced by Keen sitting reading the book and looking up
but i think it was missing something, like pointing finger and looking to the right (as shown)
Image
This is the Kylie Variant, as i also tweaked it for Keen