Keen Meets the Meats (really!)
- Syllypryde
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- Syllypryde
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- Posts: 1056
- Joined: Tue Jan 20, 2009 18:33
- Location: Michigan
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Re:
I think I downloaded the newest version from the wiki, but I'm still getting this bug.
Also, it doesn't seem possible to play this on Easy mode, because when I load a saved game, it loads in Normal mode. That's a shame, because I like how the effect of the crispy ammunition is permanent in Easy mode (I never did like the temporary stunning in Dreams)
Other than the bugs, this is the best Keen Dreams mod I've played. The art, level design, patching and story all seem quite well-done so far (as of the first few levels). It's easily as good as any "official" Dreams sequel I can imagine coming out back then.
Member since at least 1998 with... ah... some long absences. I was even a moderator at one point. I'll probably keep coming back here and there as long as this place still exists.
- Soul Monster
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Re: Re:
I don't know if it's on Keenwiki or not, but K1n9_Duk3 created an unofficial update that fixes all the crashing issues as well as a few other things. Here's a link to the thread that has this version: viewtopic.php?p=95423&hilit=unofficial+ ... 020#p95423Snortimer wrote: ↑Wed Jun 28, 2023 9:51 I think I downloaded the newest version from the wiki, but I'm still getting this bug.
Also, it doesn't seem possible to play this on Easy mode, because when I load a saved game, it loads in Normal mode. That's a shame, because I like how the effect of the crispy ammunition is permanent in Easy mode (I never did like the temporary stunning in Dreams)
Other than the bugs, this is the best Keen Dreams mod I've played. The art, level design, patching and story all seem quite well-done so far (as of the first few levels). It's easily as good as any "official" Dreams sequel I can imagine coming out back then.
Re: Re:
Thanks! I hadn't realized that a lot of those aren't on the wiki pages yet. I really think they should be.Soul Monster wrote: ↑Wed Jun 28, 2023 15:53I don't know if it's on Keenwiki or not, but K1n9_Duk3 created an unofficial update that fixes all the crashing issues as well as a few other things. Here's a link to the thread that has this version: viewtopic.php?p=95423&hilit=unofficial+ ... 020#p95423
I've changed the wiki page for this mod to make the 2020 bugfix be the default download (because it really should be, the original release seems to have had some SERIOUS bugs right from the start), and added a new section about the different versions.
EDIT: Ok, played a few levels into the 2020 bugfixed version and it seems a lot more playable. Nice! The "difficulty level" bug is fixed.
The goplat graphics sometimes shake, though (previously, I think they would ALWAYS shake).
I found a bug in the Waste Management level (the building at the bottom of the map).
If you climb up the pole at the start of the level and let yourself be killed, Keen's death sprite walk along the bottom of the level, seemingly halfway falling through the floor. And then, the level thinks that you've beaten it, and a checkmark shows over the building in the world map!
EDIT2: Also, I just want to say that playing this mod, with its delicious-looking items, makes me kinda hungry. In this Episode: Keen goes on the Carnivore Diet!
EDIT3: There are a bunch of graphical bugs with the moving platforms in the "Plant" level being on top of the regular platforms:
Member since at least 1998 with... ah... some long absences. I was even a moderator at one point. I'll probably keep coming back here and there as long as this place still exists.
Re: Keen Meets the Meats (really!)
Well, I finished it. It really is an excellent mod, now that the more serious bugs have been fixed (though I found some more that hopefully can be fixed one day - see below).
The level designs felt pretty fair (despite the difficulties associated with Keen not being able to look up/down in the Dreams engine - I think the designs took that into account), and some levels were a real pleasure to play. I especially enjoyed Lvl 10 (Mz Chamburger) - it was quite funny, well-designed and delicious-looking to boot. There were others too, I just can't remember their names right now. All in all, a fair amount of variety! The graphics and overall design are quite impressive and create a believable world.
I did miss the lack of good music a little, but this being a Dreams mod, I guess you can't do much about that.
But yeah, this is one I can see myself replaying, maybe even on a higher difficulty. The difficulty (at least on Easy mode) was just fine, though some bits were a bit tricky and required save scumming (especially the upper-right exit of lvl11 Waste Management - there's a baddie there that keeps throwing projectiles at you really fast from behind a door - but to open that door, you need to get right up close to it and then have PERFECT timing to jump away before a projectile hits you). I wonder if few people have actually played this mod on anything below Hard, because of the bug in the original release that switched all saved games to Hard Mode.
More bugs I found, graphical and otherwise:
At the beginning of the Meatgrinder level, it is possible to get stuck in this area without a key to open that door on the right. You can't die to get out of it, either. Better hope you have a previous save to go back to!
If you climb the pole and jump left, it's possible to end up in the wall and then to "successfully exit" the level:
Another case of going into a wall after jumping left while climbing a pole. At least in this case, you don't get stuck and end up on the platform above if you move:
Keen's head is on top of the ceiling:
Keen is too low in the floor:
...and this jump doesn't seem right, either:
I guess this "bug" is better than getting killed there by that fast-moving wall as it smashes left, but it does look strange:
Seems like Keen's head should be below that entrance:
The graphics on the right side of the treadmill don't look right, somehow:
Goplat graphics partly overlap regular platform:
Keen's head is visible through the ceiling:
A weird thing happens when you jump here:
Goplat should be behind the other platform/wall:
Keen's head on top of the ceiling again:
The wall goes further to the left on the bottom than when you jump:
Drumsticks seem stuck too low in the floor (and the one on the right is inconsistent):
Keen can jump right through some platforms from the bottom (in the very final boss battle level):
Also, in the final boss level, there seems to be some invisible field preventing you from running too far to the right after the boss appears?
Weird. He moves so fast that the only strategy that worked for me was just running right and then throwing all the eggs at him really quickly.
(SPOILER)
"Abduct-0-Beam" is misspelled in the final text:
Also, here's my score:
(all of the screenshots I took are also posted here)
Weird, the wiki says that there are 16 levels, but I seem to have only found 14. I'll have to check back and see which ones I missed...
The level designs felt pretty fair (despite the difficulties associated with Keen not being able to look up/down in the Dreams engine - I think the designs took that into account), and some levels were a real pleasure to play. I especially enjoyed Lvl 10 (Mz Chamburger) - it was quite funny, well-designed and delicious-looking to boot. There were others too, I just can't remember their names right now. All in all, a fair amount of variety! The graphics and overall design are quite impressive and create a believable world.
I did miss the lack of good music a little, but this being a Dreams mod, I guess you can't do much about that.
But yeah, this is one I can see myself replaying, maybe even on a higher difficulty. The difficulty (at least on Easy mode) was just fine, though some bits were a bit tricky and required save scumming (especially the upper-right exit of lvl11 Waste Management - there's a baddie there that keeps throwing projectiles at you really fast from behind a door - but to open that door, you need to get right up close to it and then have PERFECT timing to jump away before a projectile hits you). I wonder if few people have actually played this mod on anything below Hard, because of the bug in the original release that switched all saved games to Hard Mode.
More bugs I found, graphical and otherwise:
At the beginning of the Meatgrinder level, it is possible to get stuck in this area without a key to open that door on the right. You can't die to get out of it, either. Better hope you have a previous save to go back to!
If you climb the pole and jump left, it's possible to end up in the wall and then to "successfully exit" the level:
Another case of going into a wall after jumping left while climbing a pole. At least in this case, you don't get stuck and end up on the platform above if you move:
Keen's head is on top of the ceiling:
Keen is too low in the floor:
...and this jump doesn't seem right, either:
I guess this "bug" is better than getting killed there by that fast-moving wall as it smashes left, but it does look strange:
Seems like Keen's head should be below that entrance:
The graphics on the right side of the treadmill don't look right, somehow:
Goplat graphics partly overlap regular platform:
Keen's head is visible through the ceiling:
A weird thing happens when you jump here:
Goplat should be behind the other platform/wall:
Keen's head on top of the ceiling again:
The wall goes further to the left on the bottom than when you jump:
Drumsticks seem stuck too low in the floor (and the one on the right is inconsistent):
Keen can jump right through some platforms from the bottom (in the very final boss battle level):
Also, in the final boss level, there seems to be some invisible field preventing you from running too far to the right after the boss appears?
Weird. He moves so fast that the only strategy that worked for me was just running right and then throwing all the eggs at him really quickly.
(SPOILER)
"Abduct-0-Beam" is misspelled in the final text:
Also, here's my score:
(all of the screenshots I took are also posted here)
Weird, the wiki says that there are 16 levels, but I seem to have only found 14. I'll have to check back and see which ones I missed...
Member since at least 1998 with... ah... some long absences. I was even a moderator at one point. I'll probably keep coming back here and there as long as this place still exists.
Re: Keen Meets the Meats (really!)
I want to say a few words about that mod which is very very special to me - being the only --released-- Keen mod I've participated in.
I want to say I enjoyed the experience much and I thank those who involved me in it.
I wasn't new to spriting or making tiles - but doing it in Keen color count and size (and a perspective) was a special experience and challenge, and looking back at it - I'm think I did better than I'd expect. Alot of times I'm looking at old mods of mine (Wolf3D/Doom/Keen) and sometimes it looks like I couldn't do as well now.
I love gore and guts so this mods connected well with me And I somehow tend (?) to take part in a bit provocative-themed projects (Keen and blood/gore???) but those find me for some reason LOL. Such mods for me are not to provoke or offend but to feel special I guess, to stand out.
I loved that I could bring my own ideas and inspirations into it, easters and gags too, I loved the freedom the team gave me in this. Loved designing those wall posters and even to bring my own art style to the big Boss.
That was a special fun and overall this is one of the better modding experiences.
I'm still very much humble with my spriting and tiling capabilities (at least in Keen style) and so when someone reviews this mod - each time I'm like...fearing someone will claim this to be inferior artwise to other Keen mods, like in "Suits" TV series - "this wasn't made by true Harward/Keen spriter!" and uncover that 1-time Keen modder like myself took part. Experienced - but newbie to Keen modding and sure inferior to many many spriters/modders of this community.
But in a way - you all know every spriter has his own style, and so Keen eye ( ) would notice something special in an art style of this mod
And each time this mod feels natural in Keen modding community, and remembered - I feel...exalted really. In Heavens. This is quite emotional.
For me it's so special and such a special memory yet all I want for it - not to stand out but naturally feel like "another Keen mod". Product of love, dedication and inspiration.
A bit seemingly contradictory - but a heart of people here will understand that it's really isn't.
I want really to thank again the great team that was behind the idea and together brought it to life. The other spriters and artists ,patchers, mappers.
For me another such moment was working on Blue Bird rotations of BoA Keen levels and Nisaba being proud of my work telling me she wouldn't make better rotations. She most probably would, but still was so nice to hear. Like...you're one of us pal. Part of a family.
I admire Nisaba so much as a modder and a spriter.
Again I'm sorry I did so little Keen modding, but I love this community much, one of my beloved modding communities, I admire and love you all.
I want to say I enjoyed the experience much and I thank those who involved me in it.
I wasn't new to spriting or making tiles - but doing it in Keen color count and size (and a perspective) was a special experience and challenge, and looking back at it - I'm think I did better than I'd expect. Alot of times I'm looking at old mods of mine (Wolf3D/Doom/Keen) and sometimes it looks like I couldn't do as well now.
I love gore and guts so this mods connected well with me And I somehow tend (?) to take part in a bit provocative-themed projects (Keen and blood/gore???) but those find me for some reason LOL. Such mods for me are not to provoke or offend but to feel special I guess, to stand out.
I loved that I could bring my own ideas and inspirations into it, easters and gags too, I loved the freedom the team gave me in this. Loved designing those wall posters and even to bring my own art style to the big Boss.
That was a special fun and overall this is one of the better modding experiences.
I'm still very much humble with my spriting and tiling capabilities (at least in Keen style) and so when someone reviews this mod - each time I'm like...fearing someone will claim this to be inferior artwise to other Keen mods, like in "Suits" TV series - "this wasn't made by true Harward/Keen spriter!" and uncover that 1-time Keen modder like myself took part. Experienced - but newbie to Keen modding and sure inferior to many many spriters/modders of this community.
But in a way - you all know every spriter has his own style, and so Keen eye ( ) would notice something special in an art style of this mod
And each time this mod feels natural in Keen modding community, and remembered - I feel...exalted really. In Heavens. This is quite emotional.
For me it's so special and such a special memory yet all I want for it - not to stand out but naturally feel like "another Keen mod". Product of love, dedication and inspiration.
A bit seemingly contradictory - but a heart of people here will understand that it's really isn't.
I want really to thank again the great team that was behind the idea and together brought it to life. The other spriters and artists ,patchers, mappers.
For me another such moment was working on Blue Bird rotations of BoA Keen levels and Nisaba being proud of my work telling me she wouldn't make better rotations. She most probably would, but still was so nice to hear. Like...you're one of us pal. Part of a family.
I admire Nisaba so much as a modder and a spriter.
Again I'm sorry I did so little Keen modding, but I love this community much, one of my beloved modding communities, I admire and love you all.
Re: Keen Meets the Meats (really!)
So, I've finally finished this mod. Actually, I technically completed it yesterday, albeit that was before realizing I entered what was intended to be the last level.
I seemed to have old copies of the 3 demo versions, checked in 2015 and possibly also 2016, but didn't find any of the full releases from 2015. I'm not sure why. I recall trying a version of it, until I had a crash upon entering another level from the world map.
This time, we have the 2020 version that should have problems fixed from what I've read. Despite this, I've still given one of the 2015 versions a try, if only due to it being one of the original releases. I kinda did the same beforehand via playing original DOS versions of games for the first time, instead of later source ports; On at least a few occasions, I also checked older DOS versions of such games (differing from the last DOS ones from, e.g., the 1990s).
The 2015 release of this mod currently described as "alternate version" in the KeenWiki has been working better for me, at least while using MTM.BAT (KeenMTM.BAT seems to use a patch file with reduced compatibility); With the original release, I've had the familiar issue of the game freezing upon trying to enter a nearby level. As expected, even with the release known as the "alternate version", I've had to temporarily change to the low memory version at times, albeit only for level transitions. Usually, I've found a way to manage, albeit having to select a different level on a few occasions. There has also been the presumably familiar game difficulty bug, where I've seemed to have to start a new game with the desired difficulty before loading a saved game. To summarize, you'll probably have much better experience with the 2020 update. Despite this, I've tried the (alternative) 2015 version.
On to the mod itself. I recognize the efforts going into this, also covering restrictions related to limited memory availability. In one manner, it kinda feels like a meat equivalent of Keen Dreams, replacing the vegetables with meat products (albeit you might still find vegetables). On the other hand, there's more than that. The original game's environment may feel much more natural on average, while the one here seems to have more industrial / urban vibes.
It's true there are resources borrowed from other games, and not just any Keen game. Mainly, like the first completed Keen Dreams mod from 2011, I've spotted sound effects from Wolfenstein 3D and Bio Menace. But, I know that's been done on purpose.
Not reporting here on bugs in specific levels (haven't documented any in a file), given that this is a 2015 version. But I do know that Keen Dreams may have its limitations. There might be, e.g., a unexpected clip at times, possibly having a fatal consequence, depending on the situation. Otherwise, I've eventually taken advantage of known glitches to save time when aware of, a good example being the ability to quickly jump off hazardous floor tiles (an old Keen Dreams bug, if not a feature).
I've went for hard difficulty. As it's based on Keen Dreams, I had expected levels to require less time to complete, relatively speaking. While using saved games (as recommended for this mod, at least for earlier less stable versions), I've generally went for the challenge of completing each level without saving in the middle. I think it's mainly for later levels where that has usually leaded to long(er) play-throughs at times, often repeating sequences. But, that's the challenge.
There have still been two instances of mid-level saving as exceptions. One is the pit on the bottom-right of Waste Mana. I've had a feeling it'd be a trap after observing a subset of it further below, but decided to check first after saving. Reloaded game right afterwards, and seemed to have more luck with completing the level all at once from here; Albeit I had visited the rest of the level earlier, thus having familiarity.
The other instance of mid-level saving has been done before the last fight, once I've known that fight would occur; That's been my second instance of visiting the level, this time after going through all other levels.
To conclude, more than 9 years later, belated congratulations! I think it'll still be better for others to try the 2020 version first, but if you're fully sure what you're doing, you can go the 2015 way (alternative version) as done by me.
I seemed to have old copies of the 3 demo versions, checked in 2015 and possibly also 2016, but didn't find any of the full releases from 2015. I'm not sure why. I recall trying a version of it, until I had a crash upon entering another level from the world map.
This time, we have the 2020 version that should have problems fixed from what I've read. Despite this, I've still given one of the 2015 versions a try, if only due to it being one of the original releases. I kinda did the same beforehand via playing original DOS versions of games for the first time, instead of later source ports; On at least a few occasions, I also checked older DOS versions of such games (differing from the last DOS ones from, e.g., the 1990s).
The 2015 release of this mod currently described as "alternate version" in the KeenWiki has been working better for me, at least while using MTM.BAT (KeenMTM.BAT seems to use a patch file with reduced compatibility); With the original release, I've had the familiar issue of the game freezing upon trying to enter a nearby level. As expected, even with the release known as the "alternate version", I've had to temporarily change to the low memory version at times, albeit only for level transitions. Usually, I've found a way to manage, albeit having to select a different level on a few occasions. There has also been the presumably familiar game difficulty bug, where I've seemed to have to start a new game with the desired difficulty before loading a saved game. To summarize, you'll probably have much better experience with the 2020 update. Despite this, I've tried the (alternative) 2015 version.
On to the mod itself. I recognize the efforts going into this, also covering restrictions related to limited memory availability. In one manner, it kinda feels like a meat equivalent of Keen Dreams, replacing the vegetables with meat products (albeit you might still find vegetables). On the other hand, there's more than that. The original game's environment may feel much more natural on average, while the one here seems to have more industrial / urban vibes.
It's true there are resources borrowed from other games, and not just any Keen game. Mainly, like the first completed Keen Dreams mod from 2011, I've spotted sound effects from Wolfenstein 3D and Bio Menace. But, I know that's been done on purpose.
Not reporting here on bugs in specific levels (haven't documented any in a file), given that this is a 2015 version. But I do know that Keen Dreams may have its limitations. There might be, e.g., a unexpected clip at times, possibly having a fatal consequence, depending on the situation. Otherwise, I've eventually taken advantage of known glitches to save time when aware of, a good example being the ability to quickly jump off hazardous floor tiles (an old Keen Dreams bug, if not a feature).
I've went for hard difficulty. As it's based on Keen Dreams, I had expected levels to require less time to complete, relatively speaking. While using saved games (as recommended for this mod, at least for earlier less stable versions), I've generally went for the challenge of completing each level without saving in the middle. I think it's mainly for later levels where that has usually leaded to long(er) play-throughs at times, often repeating sequences. But, that's the challenge.
There have still been two instances of mid-level saving as exceptions. One is the pit on the bottom-right of Waste Mana. I've had a feeling it'd be a trap after observing a subset of it further below, but decided to check first after saving. Reloaded game right afterwards, and seemed to have more luck with completing the level all at once from here; Albeit I had visited the rest of the level earlier, thus having familiarity.
The other instance of mid-level saving has been done before the last fight, once I've known that fight would occur; That's been my second instance of visiting the level, this time after going through all other levels.
To conclude, more than 9 years later, belated congratulations! I think it'll still be better for others to try the 2020 version first, but if you're fully sure what you're doing, you can go the 2015 way (alternative version) as done by me.
Website: https://ny.duke4.net/
Re: Keen Meets the Meats (really!)
Hehe, it was interesting to read the first few pages of this thread that started so many years ago... tbh I wasn't sure what was joking and what was serious drama, but this is a very unexpected and interesting mod. I always love it when authors are able to include custom artwork. I wonder if ID would have taken Keen in such a graphic direction with their Meets the Meats idea... probably not, but after reading Masters of Doom, I'm pretty sure that most of the team would have wanted to!
Re: Keen Meets the Meats (really!)
Thank you, very nice feedback