KeeperFX
From Keeper Klan Wiki
File:Example.jpg
These paragraphs of writing are taken from mefistotelis's website, in which he speaks about how he first came to the decision to create the expansion and how he will set about completing the task.
"The problem with remaking games is that usually the remakes are abandoned at some stage and never finished. This means that all the work put into such remake is lost, as it usually isn't finished enoughly to be used. Making games requires lots of time, and often volunteers do not have enough will to finish the project. Bearing this in mind, I've decided I won't try to remake the game from start. Instead, I've learned binary formats of EXE and DLL files, and modified the Dungeon Keeper executable file to become a DLL. With my new DLL, I was able to create very simple executable file which may be used as complete code to run the game. Now I'm incrementally rewriting DK; functions which are not yet rewritten are called from the DLL, so the project functions like whole game, even tho it wasn't completely rewritten yet. Many functions are already rewritten and fixed. Structure of the code allows to take advantages of every rewritten part, by fixing bugs and making new functions. The project is open-source, and its code is downloadable here."
mefistotelis also plans to include several unofficial map packs, as stated here.
Campaigns Consolidation Project is an effort to build all unofficial campaigns into KeeperFX. This will allow to select any campaign from the game menu, without replacing map files.
Download
KeeperFX can be downloaded free from mefistotelis's website (http://keeper.lubie.org/html/dk_keeperfx_dwnld.php). All information on how to set up and use keeperFX beow is taken from the keeperFX readme.
Installing keeperFX
KeeperFX CCP contains all the files neccessary to play the game. Decompress it anywhere, and it's ready to run. If you wish to change language, edit "keeperfx.cfg" and set its shortcut in the 'LANGUAGE=' line.The following languages are currently functional: English, Italian, French, Spanish, Dutch, German, Polish, Sweden The following languages are partially functional: Russian, Chinese, CHT, Japan. Note that some campaigns may not support your language. In this case, default language will be used inside this campaign. Run "keeperfx.exe" to start the game. If something doesn't work, see the 'troubleshooting' section.
Please note that there are two types of releases: complete version and patch. You need a complete version to play the game; a patch is only an additional feature, which you can use by overwriting some files from complete version with new ones.
Running KeeperFX
To start the game, run "keeperfx.exe". If you want to report any errors you encounter, you may run "keeperfx_dbg.exe" instead. This will run a "debug version", which writes a lot of information into "keeperfx.log". In case of the game hanging on suddenly disappearing, you may send a last few lines of the generated LOG to the author with your description of the bug.
Note that "keeperfx_dbg.exe" requires a lot more CPU than standard version, and may be slow even on new computers. Also, the generated LOG file may be very large, and after a few hours of play it will have several hundereds megabytes. This is why you should use standard "keeperfx.exe" if you're not planning reporting any errors.
Both versions will recognize all command line options described below.
Command Lines
-nointro
The intro sequence won't play at startup.
-nocd
The CD Sound tracks won't play.
-1player
Allows playing multiplayer maps in skirmish mode. This is normally ON, so the option has no effect.
-nosound or -s
Disables all the sounds.
-fps <num>
Changes the game speed; default <num> is 20.
-usersfont
Disable the AWE32/64 SoundFonts (.SBK files).
-alex
Used to show the 'JLW' easter egg. And not only that.
-level <num>
Brings you directly to level number <num>. After the level is finished, quits the game. Note that level number must be 1..65534.
-human <num>
Changes human player to <num>. This option will work properly only in skirmish mode. Single player levels must be specially designed for this option to work. Also, the selected player must have heart on the map.
-q
Works like '-level 1'.
-columnconvert
I assume it converts the columns data. Watch out with this one or you may be unable to play the game again.
-lightconvert
Same thing, but for lights.
-vidsmooth
Smoothes the 3D view using 1-pixel bilinear blur.
-altinput
Uses alternate input method. This changes the way of using mouse, keyboard and video driver. May be helpful if original method isn't working right (ie. mouse stops).
-packetsave <filename>
Writes a packet file (replay file) when playing. After using this option, you must start a new level (or use '-level' parameter). Saved replay will work properly as long as you won't change any of the game files. Even a minor change in map or configuration may make the replay invalid.
-packetload <filename>
Loads a previously created packet file. Starts the level for which packet file was created, and continues the gameplay. You may exit this mode by pressing Alt+X, or take over the control by pressing ALT+T. Note that this option is experimental, and packet files may sometimes not work as intended.
Troubleshooting
Q: Colors are changed in menu or during gameplay,
but no problem is mentioned in "keeperfx.log".
A: Select "Run in 256 colors" and "Run in 640x480" in the
program properties, and change lines in KEEPERFX.CFG into those written in next answer.
Q: Intro doesn't play. LOG file says:
Error: setup_game: Can't enter movies screen mode to play intro
A: The problem is that your drivers can't support 320x200 mode.
Change the resolution config lines in KEEPERFX.CFG into those written in next answer.
Q: Game stops when loading a map. LOG file says:
Error: setup_screen_mode: Unable to setup screen resolution
MODE_640_400_8 (mode 10)
A: The problem is that your drivers can't support 640x400 mode.
Change the resolution config lines in KEEPERFX.CFG into: FRONTEND_RES=MODE_640_480_8 MODE_640_480_8 MODE_640_480_8 INGAME_RES=MODE_640_480_8
Q: The game doesn't run. LOG file says:
Error: setup_strings_data: Strings file couldn't be loaded or is too small
A: Check if there's a language file in 'FXDATA' folder for the
language which you've selected in KEEPERFX.CFG.
Q: Mouse stops/teleports/moves incorrectly during the game.
A: Try the '-altinput' command line switch.
Q: I get a message 'Cannot initialize' when I try to enter network game.
A: There's no fix; use stanard DK with IPX fix for multiplayer.
Q: There are no special eye effects when I posses Beetle, Fly,
Dragon, Tentacle etc.!
A: Lense effect only work if the game detects over 16MB RAM.
Also, make sure that "fxdata/lenses.cfg" is present and not damaged.
Q: I've found a cheat menu, but it doesn't work!
A: The three cheat menus are only partially functional.
Config file details
FRONTEND_RES
Allows you to select front-end resolution (used inside menu and for playing movies, but not in actual game) FRONTEND_RES=<failsafe mode> <movies mode> <menu mode>
INGAME_RES
Allows you to select up to five in-game resolutions. Valid modes are: MODE_320_200_8, MODE_320_240_8, MODE_512_384_8, MODE_640_400_8, MODE_640_480_8, MODE_800_600_8, MODE_1024_768_8, MODE_1280_1024_8, MODE_1600_1200_8. You can switch between those resolutions during the gameplay by pressing Alt+R. Modes over 640x480 are experimental, and not completely stable. INGAME_RES=<mode1> <mode2> <mode3> ....
SCREENSHOT
Selects the format in which screenshots will be written. You can choose between BMP and HSI bitmap format. SCREENSHOT=<type>
LANGUAGE
This option is used to select language file, used for displaying texts. It also changes language in mentor speeches. Note that if the specific campaign doesn't have support for your language, the default language will be used.
New in-game commands
Record a movie
To record a FLC movie, press Shift+M during the game. A text "REC" will appear to inform you that recording is on (the text will not be visible in recorded movie). Note that only video is recorded, no sound. The movie will be placed in 'SCRSHOTS' folder; you may play it with "mplayer" or its clones. Note that the generated file may be large.
Make a screenshot
Use the Shift+C keys to make screenshot. The image may be written in 'mhwanh' HSI/RAW format, or Windows BMP format. Format is chosen in KEEPERFX.CFG, 'SCREENSHOT=' option, which may be set to 'HSI' or 'BMP'.
Make and replay packet file
These functions can be only enabled by command line parameters. You can make a packet file which contains the replay with '-packetsave' command, and then play it with '-packetload'. When in the replay, you may always take over control by pressing Alt+T, or exit with Alt+X.
Release speed mode
This mode is also available in original DK, but here it's a bit enhanced. Normally, the engine limits amount of game turns per second. This function allows to stop controlling speed - the game will work at its maximum speed, which highly depends on your computer hardware. To enter released speed mode, press Ctrl+'+' from numpad section of your keyboard. Pressing it more than once will increase frameskip - some of the frames will not be drawn, which will result in even greater increase in speed. To cancel the effect, press Ctrl+'-' as many times as you pressed Ctrl+'+' before.
New and modified level script commands
ADD_GOLD_TO_PLAYER
Allows to add some off-map gold as a reward to a player.
Example: ADD_GOLD_TO_PLAYER(PLAYER0,5000)
BONUS_LEVEL_TIME
Sets time to be displayed on "bonus timer" - on-screen time field, used mostly for bonus levels. Like in original DK, this command accepts one parameter - number of game turns to start the countdown from. But now this command can be used to show bonus timer in any level. Setting game turns to 0 will hide the timer.
Example: BONUS_LEVEL_TIME(12000)
DISPLAY_OBJECTIVE
The 2nd parameter can now have the following values: - 'PLAYERx' - zoom to player's dungeon heart - positive integer - zoom to Action Point of given number - negative integer - zoom to Hero Gate of given number - 'ALL_PLAYERS' - zoom button will be inactive
LEVEL_VERSION
Lets the game know if the level was designed specially for KeeperFX. To use new script commands, you must start the script with LEVEL_VERSION(1). Without it, the new commands will not work properly.
PLAY_MESSAGE
Allows to play any SOUND or SPEECH from the game.
Example: PLAY_MESSAGE(PLAYER0,SPEECH,107)
QUICK_INFORMATION
These works same as in Deeper Dungeons, but allows message length up to 1024 characters. There are 50 quick message slots.
QUICK_OBJECTIVE
Same as in DD, but allows longer messages and more control over zoom button (like in DISPLAY_OBJECTIVE).
QUICK_INFORMATION_WITH_POS
QUICK_OBJECTIVE_WITH_POS
Accepts additional XY coordinates of the zoom place.
SET_CREATURE_TENDENCIES
Allows to set tendencies: IMPRISON and FLEE, for a player's creatures.
Example: SET_CREATURE_TENDENCIES(PLAYER2,FLEE,1)
Note that a player must have prison when IMPRISON command is trigered; otherwise it won't make any change.
REVEAL_MAP_RECT
Reveals rectangular map area for given player. Requires coordinates of area center point, and rectangle dimensions. Numbers are scaled in subtiles (range is 1..254).
Example: REVEAL_MAP_RECT(PLAYER0,132,96,13,11)
REVEAL_MAP_LOCATION
Reveals square area of subtiles around given location. Location meaning is identical to the one in DISPLAY_OBJECTIVE.
example: to reveal Hero Gate no.1:
REVEAL_MAP_LOCATION(PLAYER0,-1,11)
RESEARCH
Changes amount of research points needed to discover an item in library. It doesn't affect research order, only amount of points. If the item never was in research list, it's added at end.
Example: RESEARCH(PLAYER1,MAGIC,POWER_CHICKEN,10000)
RESEARCH_ORDER
When this command is first called, the research list for specified players is cleared. Using it you may create a research list from beginning. Note that if you won't place an item on the list, it will not be possible to research it. So if you're using this command, you must add all items available on the level to the research list.
Example: RESEARCH_ORDER(ALL_PLAYERS,ROOM,SCAVENGER,50000)
[...] - more RESEARCH_ORDER commands should follow.
RANDOM
It's not a command, but may be used instead of most parameters. If used instead of a number, then should look like:
RANDOM(min,max)
but may also be used instead of any other value.
Examples:
MAX_CREATURES(PLAYER0,RANDOM(12,19)) ADD_CREATURE_TO_POOL(RANDOM,20) Note that when used instead of player name, RANDOM may return ALL_PLAYERS. Also, the command shouldn't be used in multiplayer maps, as it will lead to synchronization problems. Value represented by RANDOM is selected at start of a map, and never changes during the gameplay.
Change Log
Version: 0.36
Rewritten some of room sound playing Modified saved games format (old saves won't work anymore) Saved game can now be loaded even if loading campaign file fails Improved handling of player index errors Improved BONUS_LEVEL_TIME() script command Remade part of creature states system
Version: 0.35
Rewritten shot throwing code (for both melee combat and spells) Rewritten some of Dungeon Heart behaviour Programming IDE switched to Eclipse for C++ New Makefile and project structure - easier to recompile Rewritten and fixed Word of Power damage code Rewritten missing function for new way of storing bonus levels Rewritten more of eye lenses code, updated lenses config file Eye lenses now supported in all resolutions Rewritten part of scavenging code Rewritten part of the polygon rendering code
Version: 0.34
Some fixups in CPU Identification code Fixed Imps sacrifice code Text drawing functions remade Fixed CTRL+Arrows keys support Fixed transfer creature bug New way of storing bonus levels availability Fixed spell cursors when playing player > 0 Fixed sacrifices when playing player > 0 Asian languages support reached alpha stage Shift+M key now works in high scores screen Fixed incorrect memory write on creature suicide
Version: 0.33
Rewritten creature killing code Improved creature config files Tooltip drawing code improved Remade another part of network support Improved logging system Creature states are now defined outside DLL Fixed checking for gold bug (gold digging by computer) Changed Video and Mouse driver - EXPERIMENTAL Added '-altinput' command line parameter Rewritten digging and claiming effects Rewritten part of imp tasks management Rewritten and extended creature sacrifice recipes Censorship no longer bounded to german language
Version: 0.32
Added CPU identification Rewritten part of spell casting code Rewritten some of 'Transfer creature' code Rewritten some possession-related code RANDOM can now be used instead of most values in script Remade part of 'player instances' code More cheat options, like 'Everything is free', now works Created .LOF Level Overview Files, levels.txt no longer used Started replacing network support
Version: 0.31
Fixed disappearing creatures in zoom box Updated zoom level for various resolutions Rewritten even more of Hand Of Evil support Rewritten heap support for sound and speech samples Replaced CREATURE.TXT with multiple .CFG files. Rewritten network GUI functions Changed RESEARCH and added RESEARCH_ORDER commands
Version: 0.30
Fixed Hand Of Evil support code Added range to 'REVEAL_MAP_LOCATION' Campaign files improved (file locations, options) Some more unification in accessing array elements Rewritten some network support functions Rewritten credits screen, added credits file
Version: 0.29
Added new script command, 'REVEAL_MAP_RECT' Added new script command, 'REVEAL_MAP_LOCATION' Hand of Evil code has been rewritten Fixed memory leak in keeper AI module Fixed problem with 'IF_AVAILABLE' command Added support of multiple campaigns (not tested)
Version: 0.28b
Rewritten more of script support, warnings added Added new script command, 'PLAY_MESSAGE' Added new script command, 'ADD_GOLD_TO_PLAYER' Added new script command, 'SET_CREATURE_TENDENCIES' Finished work on QUICK_* script commands support Fixed spells visibility in zoom box of map view DISPLAY_INFORMATION now requires two parameters (added zoom location) QUICK_INFORMATION now requires three parameters (added zoom location) When selling multiple traps on same tile, total cost is displayed Text file is now selected based on language setting in 'keeperfx.cfg' Fixed room selling (v0.28a) Fixed wage and luck value displayed in creature info panel (v0.28a) Fixed typing mistake in hero party objectives (v0.28b) Fixed ALL_DUNGEONS_DESTROYED implementation error (v0.28b)
Version: 0.27a
Rewritten most of the world view screen Allowed map numbers over 255 Fixed mistake in function create_room All levels are available when whole campaign is passed Campaign configuration file improved LIF files support adopted from Deeper Dungeons Free level selection screen adopted from Deeper Dungeons New High Scores support code Strings (text.dat) replaced with those from DD (dd1text.dat) Script command QUICK_OBJECTIVE is now supported Compiled under new MinGW environment Some functions of Cheat Mode are now functional Continue file creation code unified and improved Started work on support of QUICK_INFORMATION command Fixed mistake in trap manufacture code (v0.27a)
Version: 0.26
Rewritten minimap control code, fixed for 640x480 Smarter WLB flags regeneration Rewritten part of 'player instances' code Better memory cleaning after a level is finished Bonus levels are preserved in 'Continue game' Transferred creature is preserved (for one use only) Fixed disappearing menu content problem Fixed ending statistics when finishing loaded game Computer player config file created
Version: 0.25
Fixed information button blinking Rewritten part of the rendering engine Fixed mouse cursor shift and scrolling at 640x480 Added options to save and load replay (packet file) Alt+X can now be used to quit the game Files created by the game are no longer read-only Rewritten loading of map files
Version: 0.24
Rewritten level script analysis Added warning and error messages on script loading Allowed longer messages in script Patched DISPLAY_INFORMATION_WITH_POS Fixed problem with CFG file location Rewritten 'landscape affecting creature' Added comments to CFG file
Version: 0.23a
Fixed time counter sound in bonus levels Fixed bad memory read in creatures tab code Created a campaign file which stores level numbers More error-safe config file support More inputs left when lost (screnshot, minimap zoom, etc.) Renamed campaign file to load properly (the .23a release)
Version: 0.22
Reworked more of the packets processing system Prepared screen resolution ring Fixed problem with floating spirit on lost level Screenshots now work not only in game, but also in menu Improved quality of in-game map screen Fixed a 'sudden speedup' problem when playing > 50 minutes
Version: 0.21
Video compression improved for high resolution Added command line option to change player in skirmish Added function of writing screenshots in BMP format Reworked part of the packets processing system Config file separated from original DK
Version: 0.20
Message will show if a command line option is wrong Updated delay function to not use 'hlt' command Fixed object tooltips to show when mouse is on something Fixed load slots counting error from v0.19 Rewritten GUI initialization arrays Rewritten and fixed movie recording Allowed to record movie in high resolution
Version: 0.19
Rewritten GUI events system Rewritten some easter eggs Fixed music support problem from v0.18 Game will try to continue if can't enter low-res mode Compiled using new version of GCC
Version: 0.18
Rewritten frontend state control and menu speed Added high resolution loading screen Renewed video playing code and fading
Version: 0.17
Rewritten main loop and game speed control Fixed screen object destructor Rewritten part of mouse support Made exit possibility when playing with '-level' option
Version: 0.16
Finished logging module and log file creation
Version: 0.15
Reworked the main initiation function Added introduction screen by Madkill
Version: 0.14
Added some command line options from Beta Reworked moon phase calculation
Version: 0.13
LbBullfrogMain() reworked Command line parameters reworked and fixed a bit
Version: 0.11
Managed to make the DLL working (at last!)
Credits
Programming: Tomasz Lis aka Mefistotelis
Graphics: Chagui Madkill Synesthesia



