Announcement 2 of 2: Oh, and also here's a beta of a Keen 5 mod.

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Re: Announcement 2 of 2: Oh, and also here's a beta of a Keen 5 mod.

Post by Quillax »

Syllypryde wrote: Sun Mar 24, 2024 10:52 The same goes for Prisoner's Dilemma. Most of its bugs haven't been fixed, most especially in the final level where there is a massive bug that makes the level unsolvable.
Oof, that doesn't sound too good! And I thought The Prisoner's Dilemma was completed all along! (Well, I guess the author considers it completed...)

The reason why I asked that question is because if this mod is in perpetual beta, then it should have a KeenWiki article. If we know that Kohntarkosz_ is releasing a completed version at some point in the future, then the KeenWiki article should wait. I was hoping that there would be someone who's in contact with him (i.e. beyond forum PMs), but if not, then I'd go with perpetual beta, since I'd rather not see this mod fade into obscurity (and potentially end up being lost) if it's never going to be finished.
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Re: Announcement 2 of 2: Oh, and also here's a beta of a Keen 5 mod.

Post by Syllypryde »

Quillax wrote: Sun Mar 24, 2024 20:09 Oof, that doesn't sound too good! And I thought The Prisoner's Dilemma was completed all along! (Well, I guess the author considers it completed...)

The reason why I asked that question is because if this mod is in perpetual beta, then it should have a KeenWiki article. If we know that Kohntarkosz_ is releasing a completed version at some point in the future, then the KeenWiki article should wait. I was hoping that there would be someone who's in contact with him (i.e. beyond forum PMs), but if not, then I'd go with perpetual beta, since I'd rather not see this mod fade into obscurity (and potentially end up being lost) if it's never going to be finished.
Both games are complete as in you can finish them and get an ending sequence. The issue with the final level in The Prisoner's Dilemma is the same issue as Cave of Acute Discomfort in Send in the Clorts. There is 2 of 1 colored gem, so one of the gem holders doesn't have the needed gem to open the door. So the player is forced to cheat in order to open that particular door. The first 2 games in the trilogy Bounty Hunting Brouhaha and The Prisoner's Dilemma are both on the KeenWiki so I cannot see why the 3rd game can't be there too. I think most of the community would consider both games to be full games, but each has bugs that need to be addressed and since the creator hasn't been here since 2021, I doubt those issues will ever be resolved.
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Re: Announcement 2 of 2: Oh, and also here's a beta of a Keen 5 mod.

Post by K1n9_Duk3 »

Syllypryde wrote: Sun Mar 24, 2024 10:52 I doubt any of these issues will ever be addressed, unless K1n9_Duk3 has free time and decides to debug both of these games.
Guess what, I have decided to do that. Actually, I am going to update all 3 games of the series.

I already fixed most of the bugs mentioned in this thread and the Prisoner's Dilemma release thread. If there are other problems that haven't been reported yet, now is the time to let me know.
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Re: Announcement 2 of 2: Oh, and also here's a beta of a Keen 5 mod.

Post by Syllypryde »

K1n9_Duk3 wrote: Tue Aug 06, 2024 8:37Guess what, I have decided to do that. Actually, I am going to update all 3 games of the series.

I already fixed most of the bugs mentioned in this thread and the Prisoner's Dilemma release thread. If there are other problems that haven't been reported yet, now is the time to let me know.
I haven't played the trilogy in a while. Not sure of any other bugs at this time other then what is already reported. Don't really have the time right now to play either of them and look for other possible bugs or busts.
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Re: Announcement 2 of 2: Oh, and also here's a beta of a Keen 5 mod.

Post by Keent »

K1n9_Duk3 wrote: Tue Aug 06, 2024 8:37
Syllypryde wrote: Sun Mar 24, 2024 10:52 I doubt any of these issues will ever be addressed, unless K1n9_Duk3 has free time and decides to debug both of these games.
Guess what, I have decided to do that. Actually, I am going to update all 3 games of the series.

I already fixed most of the bugs mentioned in this thread and the Prisoner's Dilemma release thread. If there are other problems that haven't been reported yet, now is the time to let me know.
unfortunately there is still a bug with the color of diamonds.
Check thread of game.
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Re: Announcement 2 of 2: Oh, and also here's a beta of a Keen 5 mod.

Post by K1n9_Duk3 »

Alright, here are the updated versions of Kohntarkosz_'s mod trilogy:

Download

Note: The download will expire in a couple of days, so I would appreciate it if somebody would upload the updated versions to the KeenWiki server.

These updates should fix all crashes/freezes that have been reported so far and make the mods fully playable on all difficulty modes. There are also some quality of life improvements, both in the code as well as in the level design. I have finished all three mods on hard mode without using cheats, so it definitely is possible to beat them.

That being said, I still don't consider them "perfect". There's always room for improvement. There is still the occasional situation where a part of Keen's sprite becomes visible where it should be hidden inside the wall, or situations where Keen's sprite is grabbing onto thin air when grabbing certain edges. Parts of some levels use tiles whose tile images don't really fit together. These are purely cosmetical issues and don't break the game in any way, so I didn't bother trying to fix them all. Fixing them would often require a redesign of the level or additional tiles, which would be a lot of extra work.

Changelog:
Bounty Hunting Brouhaha:

Code: Select all

- Flags will not be drawn on top of the scorebox anymore, or at least not for
  more than one frame of the flag animation.

- Added some code to prevent Keen from landing while he is still jumping and
  not yet falling. This should fix the problem of Keen "ignoring" the jump key
  under some rare circumstances.

- Modified the Wormouth-replacement's code to prevent it from stepping onto a
  tile with a special top/north edge. A tile with a special top edge has been
  placed in front of the wind tunnel at the end of level 4 (Air Quality
  Monitoring Station) to prevent the Wormouth- and Slug-replacements from
  entering the wind tunnel, which would have made the level unwinnable.
  (Unless you manage to get to the secret exit, that is.)

- Wormouth-replacement will not kill Keen during the first frame of its attack
  animation, but it can still be stunned during that frame. This should help
  avoid some rather unfair deaths.

- The Miragia animation on the world map (Sewage Plant elevators) won't stop
  anymore when Keen is in the area. This should make it easier to get to the
  Downstairs level.

- The yellow key in level 4 has been moved down to the first air stream.

- Several levels were modified to make sure they can be completed on Normal &
  Hard difficulty. Using the "Impossible Pogo Trick" should not be necessary to
  complete the levels anymore. But many secrets and bonus items still require
  that trick.

- Some bonus items were moved around to make sure they can be collected on all
  difficulty levels.

- Removed black pixels from the bottom right corner of the platform sprite.

- Modified the hitbox of the Mad-Mushroom-replacement. The old hitbox was
  bigger than the visible sprite, which might have caused some unfair deaths.

- Modified the Berkeloid-replacement's hitbox and the Berkeloid react code to
  prevent them from getting stuck on slopes after throwing a fireball.

- The janitor (witch doctor) dialog will now force the score box to update at
  the end, in case its sprite had to be reloaded from the EGAGRAPH file.

- Added the musical inspiration list to the "thanks" help text. Kohntarkosz
  added that list in the "The Prisoner's Dilemma" launcher under the title
  "MUSICAL INSPIRATION (Previous mod)". I figured I might as well put that
  information where it would matter. While I was at it, I noticed that a
  paragraph on page 2 of the "thanks" text didn't show up because it was on the
  same line as the ^P command. I inserted the missing line break.
The Prisoner's Dilemma:

Code: Select all

- The sprite data has been optimized with uGrab to reduce memory usage. This
  lowered the overall memory requirements by about 7k.

- This also fixed a problem with the EGAHEAD files being 3 bytes too short. The
  file being too short may have caused some issues when reading the the demo
  data for the high scores, which is the final chunk in the EGAGRAPH file.

- Memory requirement for loading music has been cut in half by skipping the
  Huffman decompression code and loading the audio data directly into the final
  buffer. The audio data is not actually compressed, so doing the decompression
  would just waste time and memory.

- Added some code to free the sprite and tile graphics before trying to load a
  new map, so the game won't run out of memory while loading the map data.

- Added some code to clear the cache when bringing up the control panel, the
  help menu, the in-game text boxes and the ending sequence.

- Also added some code to lock the text buffers for the end texts to make sure
  the "PageLayout: Text not headed with ^P" error doesn't pop up.

- Added my screen update patch to get rid of the graphics glitches.

- Flags will not be drawn on top of the scorebox anymore, or at least not for
  more than one frame of the flag animation.

- Fixed the bug that would cause the game to lock up when entering the
  teleporter on the world map.

- Added some code to prevent Keen/Rick from landing while he is still jumping
  and not yet falling. This should fix the problem of Keen/Rick "ignoring" the
  jump key under some rare circumstances.

- Fixed the bug that sometimes caused Keen/Rick to get pushed up or down when
  he got pushed by an enemy (Riot Cop, Civillians) while he was jumping.

- Launcher was re-implemented from scratch is and much faster now, especially
  on pre-Pentium systems without a co-processor.

- The pogo gamepad button is now disabled when player hasn't collected the pogo
  stick yet.

- Shortened and moved some strings in the Rick version to prevent them from
  overwriting parts of the pdirx array, which caused GoPlats to get stuck
  when moving east/right. It also caused the rocket (Rick's Phonebooth) to get
  stuck, which is probably the reason why Rick travels via teleporter now.

- The small Odradek can now get squished like the Bip in Keen 6. Added a sprite
  for the squished Odradek and placed some additional Odradeks in the levels.
  Also changed the code to prevent the Odradek from interrupting the player's
  look up & look down animations.

- Some enemy hitbox sizes were adjusted to avoid them zipping around under low
  ceilings.

- One sprite of the slice of ham (Rick version) was modified to make it animate
  like the tile-based slice of ham.

- All unique background tiles that are never visible in-game were removed from
  the levels to reduce memory usage a bit.

- Also removed some animating background tiles that are never visible in-game.

- All dummy "big switch" tiles were replaced with regular blocking tiles.

- Level 13: Had two blue keys and no yellow key -> replaced a blue key with a
  yellow one.

- Level 2: Fixed the spelling mistake in the pogo room ("behld" -> "behold").

- Levels 5 & 10: Fixed edge grab bugs in the secrets inside the train.

- Level 6: Changed the level so that Rick can't collect both blue gems on easy
  (with impossible pogo trick) and get stuck if both keys are used.

- Level 10: Replaced sprite-based 1UPs (Viva Queen) with tile-based 1UPs.
Send In The Clorts

Code: Select all

- The sprite data has been optimized with uGrab to reduce memory usage. This
  lowered the overall memory requirements by about 7k.

- This also fixed a problem with the EGAHEAD file being 3 bytes too short. The
  file being too short may have caused some issues when reading the the demo
  data for the high scores, which is the final chunk in the EGAGRAPH file.

- Memory requirement for loading music has been cut in half by skipping the
  Huffman decompression code and loading the audio data directly into the final
  buffer. The audio data is not actually compressed, so doing the decompression
  would just waste time and memory.

- Added some code to free the sprite and tile graphics before trying to load a
  new map, so the game won't run out of memory while loading the map data.

- Added some code to clear the cache when bringing up the control panel, the
  help menu, the in-game text boxes and the ending sequence.

- Also added some code to lock the text buffers for the help and end texts to
  make sure the "PageLayout: Text not headed with ^P" error doesn't pop up.

- Added my screen update patch to get rid of the graphics glitches.

- Disabled the code to open/close elevator doors on the world map. This fixed
  the "Null pointer assignment" issue.

- The glass of the cloaking devices (and the Re-Synapsizer) now breaks. I think
  the reason why it didn't break in the beta was that the fuse code was written
  for fuses that are 1 tile wide and 2 tiles high, but the glass is 2x2 tiles
  here, which means only the left or right half of the glass would break with
  the old code. I modified it for 2x2 tile blocks, but I had to edit the levels
  to make sure the left side of the glass is always on an even x coodinate.

- Flags will not be drawn on top of the scorebox anymore, or at least not for
  more than one frame of the flag animation.

- Fixed the bug that would cause the game to lock up when entering the
  teleporter on the world map.

- Added some code to prevent Keen from landing while he is still jumping and
  not yet falling. This should fix the problem of Keen "ignoring" the jump key
  under some rare circumstances.

- Fixed the bug that sometimes caused Keen to get pushed up or down when he got
  pushed by an enemy (Distorp) while he was jumping.

- The Velospike's sprite hitbox settings were corrected to allow it to walk.
  This also allowed it to shoot, which it never seemed to do in the beta. The
  spike graphics for the projectiles had to be swapped to match the direction
  the spike was flying. After a bit of playtesting, I decided to disable the
  shooting entirely, because it made the levels too difficult in my opinion.

- The Rick-Buttons that are linked to some kind of explosion will now make the
  screen flash to white and play an explosion sound effect. It's not quite the
  "KABOOM" animation Kohntarkosz would have liked to add (he mentioned that in
  the beta release thread), but it's better than nothing.

- The Distorp won't try to climb into the floor anymore.

- Removed unnecessary background tiles from many levels.

- Level 3: Replaced one of the two green gems with a yellow gem.

- Level 6: Moved both gem sockets above their doors in case a Velospike jumps
  down to the door where shooting it would be extremely difficult.

- Level 8: Added a real exit next to the exit signs.

- Level 12: Replaced tile-based bonus items in the bottom right section with
  sprite-based bonus items to avoid the "No free spots in tilearray!" error.

- Deadly pits at the bottom end of each level were modified to allow enemies to
  fall out of the level and get removed.

- The number icons for the invisible parts of bridges and switchable tiles were removed from the tileset images.

- The "BRAIN-N-MBTIC" sign was changed into "BRAIN-O-MATIC".

- Fixed some tile placement and tile attribute errors.

- The image positions in the story and end texts were adjusted to make them
  appear centered in the text screens. The slightly off-center position didn't
  really bother me, but Kohntarkosz mentioned this as a known bug in the beta
  release thread, so I changed it.

- The score positions in the high score screen were adjusted to make room for 7
  digits. You can easily get over 1 million points in this game, so the score
  should be displayed correctly.
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Re: Announcement 2 of 2: Oh, and also here's a beta of a Keen 5 mod.

Post by Lower IQ than 314 »

Thanks for fixing these mods up, K1n9. Galaxy mod trilogies are few and far between and I really wanted to enjoy this one, but they were just too buggy to be fun.
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Re: Announcement 2 of 2: Oh, and also here's a beta of a Keen 5 mod.

Post by Syllypryde »

K1n9_Duk3 wrote: Thu Aug 15, 2024 13:34 Alright, here are the updated versions of Kohntarkosz_'s mod trilogy:......
So far I have played BHB and TPD on normal. Both are working really good. I appreciate your fixes for these, most especially the major ones, I haven't got to SITC yet. I should soon.
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