Commander Genius (CKP) V0.2.9.9 Now out!
Alright! Now everything works fine! Well... almost. This time two major issues:
1. Play Keen 1, start a new game, then exit to main menu, change the episode by "change the game" option and try keen 2 for example. The game crashes. The log end here:
loadSound : loaded sound FOOTSLAM of 192 bytes.
bottom of game control loop opt=7 crashflag=0
Here another one from Keen 2 to 1:
loadSound : loaded sound EARTHPOW of 288 bytes.
bottom of game control loop opt=7 crashflag=0
2. Although I deleted my controls config file, I can't use the pogo until I change the key. The default is Alt Gr, but when I change it, it displays it as Right Alt.
3. These wall bugs are not so major issues. At some various locations, where when you're close to the walls, you can shoot through them:
Found some walls in Keen 2 too. There might be in Keen 3 either.
In Keen 2, right after you start a new game, you can actually walk over your ship! This is actually quite nice and cool!
1. Play Keen 1, start a new game, then exit to main menu, change the episode by "change the game" option and try keen 2 for example. The game crashes. The log end here:
loadSound : loaded sound FOOTSLAM of 192 bytes.
bottom of game control loop opt=7 crashflag=0
Here another one from Keen 2 to 1:
loadSound : loaded sound EARTHPOW of 288 bytes.
bottom of game control loop opt=7 crashflag=0
2. Although I deleted my controls config file, I can't use the pogo until I change the key. The default is Alt Gr, but when I change it, it displays it as Right Alt.
3. These wall bugs are not so major issues. At some various locations, where when you're close to the walls, you can shoot through them:
Found some walls in Keen 2 too. There might be in Keen 3 either.
In Keen 2, right after you start a new game, you can actually walk over your ship! This is actually quite nice and cool!
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Hi Iv4n,
I have discovered some of those bugs. One of the last versions doesn't open ep2 or 3 anymore.
The most recent version should. I also remember to have tested you that thing when changing the game.
Did you test the most recent version? If you report something here in future it would be nice that you tell me in which version it is so I don't have to recheck the bugs.
About Issue 1: Does this happen in version 0.2.9.6d?
About Issue 2: That's a Problem with Windows itself and SDL. Linux maps this key correctly. I should send check the SDL Lib itself. I will implement a workaround.
Issue 3: Okay. I think this can be fixed, but it will take more time. I need to check, where the collision went wrong.
Issue 4: Walking over the ship? I'm not sure, if it was meant to do so in the original game. However it doesn't work. Strangely all tiles are loaded correctly in EP2. Only this part in the game differes to the original. I think EP2 programm code had a workaround to avoid this.
Should we ignore this issue? I think it doesn't bother
Version 0.2.9.6d also provides a fix for those who uses the HQP. The music buffer wasn't always freed, so in every level you opened and played the music, it took more memory than it really needed (like 30 MB every time. Yep, I know! really too much for such a small game).
I have discovered some of those bugs. One of the last versions doesn't open ep2 or 3 anymore.
The most recent version should. I also remember to have tested you that thing when changing the game.
Did you test the most recent version? If you report something here in future it would be nice that you tell me in which version it is so I don't have to recheck the bugs.
About Issue 1: Does this happen in version 0.2.9.6d?
About Issue 2: That's a Problem with Windows itself and SDL. Linux maps this key correctly. I should send check the SDL Lib itself. I will implement a workaround.
Issue 3: Okay. I think this can be fixed, but it will take more time. I need to check, where the collision went wrong.
Issue 4: Walking over the ship? I'm not sure, if it was meant to do so in the original game. However it doesn't work. Strangely all tiles are loaded correctly in EP2. Only this part in the game differes to the original. I think EP2 programm code had a workaround to avoid this.
Should we ignore this issue? I think it doesn't bother
Version 0.2.9.6d also provides a fix for those who uses the HQP. The music buffer wasn't always freed, so in every level you opened and played the music, it took more memory than it really needed (like 30 MB every time. Yep, I know! really too much for such a small game).
I guess that's because the Alt Gr key is a special key for german (and some more) keyboard layouts. The american keyboard doesn't have that key. I think the effect of the Alt Gr key can be emulated by pressing Ctrl and Alt, but that won't help in playing Commander Keen when you're using 2-button firing.Iv4n wrote:2. Although I deleted my controls config file, I can't use the pogo until I change the key. The default is Alt Gr, but when I change it, it displays it as Right Alt.
Hail to the K1n9, baby!
http://k1n9duk3.shikadi.net
http://k1n9duk3.shikadi.net
- DaVince
- lazy/busy Keener
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It does. No US keyboard I've seen didn't have two Alt keys, and if it did it was a non-standard keyboard. The right Alt can be called Alt Gr AND right Alt, because it is both.K1n9_Duk3 wrote:I guess that's because the Alt Gr key is a special key for german (and some more) keyboard layouts. The american keyboard doesn't have that key.Iv4n wrote:2. Although I deleted my controls config file, I can't use the pogo until I change the key. The default is Alt Gr, but when I change it, it displays it as Right Alt.
The problem here is that the key is mapped by string definition - and Windows (SDL?) uses a different string to identify the key than Linux (SDL).
Wow look at me I'm lurking
- DaVince
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Huh, no strings? Maybe it's an SDL bug where it uses strings for keys internally, and uses the wrong term, making Windows not know what key is intended? Or maybe the keycodes for right alt in Windows and Linux are somehow different...
xmodmap in Linux might have something to do with it. I dunno.
xmodmap in Linux might have something to do with it. I dunno.
Wow look at me I'm lurking
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Hi there,
for this weekend I proudly present Commander Genius (aka CloneKeen Plus) versin 0.2.9.7. Maybe you think there are a lot of changes, but they aren't. All the coming versions until 0.3 will be bug fixes and maybe an improvement here or there.
After 0.3 there will be a lot of great features.
The mayor fixes are:
- The three last bugs by Iv4n have been solved.
- The bug with the Alt Gr should have been fixed with my work around.
Enjoy!
http://clonekeenplus.sourceforge.net/
for this weekend I proudly present Commander Genius (aka CloneKeen Plus) versin 0.2.9.7. Maybe you think there are a lot of changes, but they aren't. All the coming versions until 0.3 will be bug fixes and maybe an improvement here or there.
After 0.3 there will be a lot of great features.
The mayor fixes are:
- The three last bugs by Iv4n have been solved.
- The bug with the Alt Gr should have been fixed with my work around.
Enjoy!
http://clonekeenplus.sourceforge.net/
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okay, that's nice to hear!
We are moving towards 0.2.9.8, yes! Not far away... I promise, and another feature suggested by Tulip will be implemented. It's an option called "Level replayability". It will allow you to play the levels again like in Super Mario World. You won't see the "Done" (Only if enabled) sign, but you will be able to pass those levels if you made them once through the exit. What do you think? Stay tuned.
We are moving towards 0.2.9.8, yes! Not far away... I promise, and another feature suggested by Tulip will be implemented. It's an option called "Level replayability". It will allow you to play the levels again like in Super Mario World. You won't see the "Done" (Only if enabled) sign, but you will be able to pass those levels if you made them once through the exit. What do you think? Stay tuned.
- Commander Spleen
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In theory it's already possible to get an unlimited score if you can get an extra life in a single level.
For replaying levels, it might be good to keep track of a score for each level. If you replay a level and get a higher score than your existing one, it would be replaced. The total score would simply be recalculated each time from the list of individual level scores. That would be awesome, and make the high scores much more meaningful.
For replaying levels, it might be good to keep track of a score for each level. If you replay a level and get a higher score than your existing one, it would be replaced. The total score would simply be recalculated each time from the list of individual level scores. That would be awesome, and make the high scores much more meaningful.