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Thread: 1 Player Multiplayer(Skirmish)

  
  1. #1

    Default 1 Player Multiplayer(Skirmish)

    Hello fellow Dungeon Dwellers, just recently started palying keeperfx, and learned that there is apparently a 1 player skirmish mode. When i try to play the 1 player Multiplayer(Skirmish) the game crashes.

    Is there a way around this? I can play the Free Play Levels without problems.

  2. #2
    Elite Dragon Mothrayas's Avatar
    Join Date
    Nov 2009
    Location
    The Netherlands
    Posts
    1,635

    Default Re: 1 Player Multiplayer(Skirmish)

    Can you post the KeeperFX log (preferably from debug version)? And when exactly does the game crash?

    The Awakening


  3. #3

    Default Re: 1 Player Multiplayer(Skirmish)

    Quote Originally Posted by Mothrayas View Post
    Can you post the KeeperFX log (preferably from debug version)? And when exactly does the game crash?
    It happens when i click on "1 Player" in the Multiplayer menu. I would post the Log but its huge and i cant single out any information since i dont know what im looking at. Is the most recent info at the top or bottom?

  4. #4

    Default Re: 1 Player Multiplayer(Skirmish)

    Full log. Dont say i didnt warn you.

    Dungeon Keeper FX ver 0.3.7.373 (debug release)
    LOG CREATED @ 18:55:53 02-10-2010

    Sync: CPU GenuineIntel type 0 family 6 model 15 stepping 6 features bfebfbff
    Sync: PhysicalMemory 32
    Sync: Memory-demanding features enabled.
    Sync: load_configuration: Starting
    Sync: load_configuration: Processing Config file, 644 bytes
    Sync: load_configuration: Config loaded
    Sync: setup_screen_mode_zero: Setting up mode 19
    Sync: setup_screen: Pitch stays at 1024
    Sync: LbScreenSetup: Mode setup succeeded
    Sync: LbScreenSetup: Done filling display properties struct
    Sync: LbScreenSetup: Finished
    Sync: Moon phase 0.6116
    Sync: init_sound: Starting
    Sync: setup_screen: Pitch stays at 1024
    Sync: LbScreenSetup: Mode setup succeeded
    Sync: LbScreenSetup: Done filling display properties struct
    Sync: LbScreenSetup: Finished
    Sync: play_smk_direct: Starting
    LbDataFree: freeing "*PALETTE"...done
    LbDataFree: freeing "*SCRATCH"...done
    Sync: initial_setup: Starting
    Sync: clear_game: Starting
    Sync: clear_game_for_summary: Starting
    Sync: delete_all_structures: Starting
    Sync: clear_dungeons: Starting
    Sync: clear_computer: Starting
    Sync: ceiling_set_info: Starting
    Sync: init_animating_texture_maps: Starting
    Sync: load_settings: Starting
    Sync: setup_gui_strings_data: Starting
    Sync: setup_heaps: Starting
    Sync: GraphicsHeap Size 8388608
    Sync: SoundHeap Size 8388608
    Sync: init_sound_heap_two_banks: Starting
    Sync: Sound samples in banks: 840,126
    Sync: init_keeper: Starting
    Sync: init_colours: Starting
    Sync: load_terrain_config: Reading Terrain config file "terrain.cfg".
    Sync: load_lenses_config: Reading Lenses config file "lenses.cfg".
    Sync: load_magic_config: Reading Magic config file "magic.cfg".
    Sync: load_creaturetypes_config: Reading Creature Type config file "creature.cfg".
    Sync: load_rules_config: Reading Rules config file "rules.cfg".
    Sync: load_creaturemodel_config: Reading "wizard.cfg" as model 1.
    Sync: load_creaturemodel_config: Reading "barbarian.cfg" as model 2.
    Sync: load_creaturemodel_config: Reading "archer.cfg" as model 3.
    Sync: load_creaturemodel_config: Reading "monk.cfg" as model 4.
    Sync: load_creaturemodel_config: Reading "dwarfa.cfg" as model 5.
    Sync: load_creaturemodel_config: Reading "knight.cfg" as model 6.
    Sync: load_creaturemodel_config: Reading "avatar.cfg" as model 7.
    Sync: load_creaturemodel_config: Reading "tunneller.cfg" as model 8.
    Sync: load_creaturemodel_config: Reading "witch.cfg" as model 9.
    Sync: load_creaturemodel_config: Reading "giant.cfg" as model 10.
    Sync: load_creaturemodel_config: Reading "fairy.cfg" as model 11.
    Sync: load_creaturemodel_config: Reading "thief.cfg" as model 12.
    Sync: load_creaturemodel_config: Reading "samurai.cfg" as model 13.
    Sync: load_creaturemodel_config: Reading "horny.cfg" as model 14.
    Sync: load_creaturemodel_config: Reading "skeleton.cfg" as model 15.
    Sync: load_creaturemodel_config: Reading "troll.cfg" as model 16.
    Sync: load_creaturemodel_config: Reading "dragon.cfg" as model 17.
    Sync: load_creaturemodel_config: Reading "demonspawn.cfg" as model 18.
    Sync: load_creaturemodel_config: Reading "fly.cfg" as model 19.
    Sync: load_creaturemodel_config: Reading "dark_mistress.cfg" as model 20.
    Sync: load_creaturemodel_config: Reading "sorceror.cfg" as model 21.
    Sync: load_creaturemodel_config: Reading "bile_demon.cfg" as model 22.
    Sync: load_creaturemodel_config: Reading "imp.cfg" as model 23.
    Sync: load_creaturemodel_config: Reading "bug.cfg" as model 24.
    Sync: load_creaturemodel_config: Reading "vampire.cfg" as model 25.
    Sync: load_creaturemodel_config: Reading "spider.cfg" as model 26.
    Sync: load_creaturemodel_config: Reading "hell_hound.cfg" as model 27.
    Sync: load_creaturemodel_config: Reading "ghost.cfg" as model 28.
    Sync: load_creaturemodel_config: Reading "tentacle.cfg" as model 29.
    Sync: load_creaturemodel_config: Reading "orc.cfg" as model 30.
    Sync: load_creaturemodel_config: Reading "floating_spirit.cfg" as model 31.
    Sync: load_stats_files: Finished
    Sync: check_and_auto_fix_stats: Starting
    Sync: check_and_auto_fix_stats: Finished
    Sync: load_cube_file: Starting
    Sync: load_anim_file: Starting
    Sync: init_keeper: Finished
    Sync: Pentium Pro polygon rendering on
    Sync: setup_3d: Starting
    Sync: Recomputing fade tables
    Sync: init_lookups: Starting
    Sync: game_loop: Entering gameplay loop.
    Sync: wait_at_frontend: Falling into frontend menu.
    Sync: load_campaign: Parsing campaign file "ancntkpr.cfg".
    Sync: load_campaign: Parsing campaign file "burdnimp.cfg".
    Sync: load_campaign: Parsing campaign file "dzjr06lv.cfg".
    Sync: load_campaign: Parsing campaign file "dzjr10lv.cfg".
    Sync: load_campaign: Parsing campaign file "dzjr25lv.cfg".
    Sync: load_campaign: Parsing campaign file "evilkeep.cfg".
    Sync: load_campaign: Parsing campaign file "grkreign.cfg".
    Sync: load_campaign: Parsing campaign file "jdkmaps8.cfg".
    Sync: load_campaign: Parsing campaign file "kdklvpck.cfg".
    Sync: load_campaign: Parsing campaign file "keeporig.cfg".
    Sync: load_campaign: Parsing campaign file "lqizgood.cfg".
    Sync: load_campaign: Parsing campaign file "lrdvexer.cfg".
    Sync: load_campaign: Parsing campaign file "ncastles.cfg".
    Sync: load_campaign: Parsing campaign file "postanck.cfg".
    Sync: load_campaign: Parsing campaign file "questfth.cfg".
    Sync: load_campaign: Parsing campaign file "twinkprs.cfg".
    Sync: load_campaigns_list: Found 16 campaign files, properly loaded 16.
    Sync: setup_screen_mode_minimal: Setting up mode 19
    LbDataFree: freeing "data/hpointer.dat"...done
    LbDataFree: freeing "data/hpointer.tab"...done
    Sync: setup_screen: Pitch stays at 1024
    Sync: LbScreenSetup: Mode setup succeeded
    Sync: LbScreenSetup: Done filling display properties struct
    Sync: LbScreenSetup: Finished
    Sync: get_startup_menu_state: Standard startup state selected
    Sync: frontend_set_state: State 0 will be switched to 1
    Sync: Frontend state change from 0 into 1
    Sync: continue_game_available: Starting
    Sync: load_campaign: Reading campaign file "keeporig.cfg".
    Sync: parse_campaign_map_blocks: Starting
    Sync: continue_game_available: Continue to level 0 is available
    Sync: add_to_menu_stack: Menu 18 put on stack, at position 0.
    Sync: Created menu at slot 0, pos (0,0) size (640,480)
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 1 active menus
    Sync: frontend_copy_mnu_background: Starting
    Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
    Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
    Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
    Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
    Sync: frontend_draw_button: Drawing type 1, text "Load Game"
    Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
    Sync: frontend_draw_button: Drawing type 1, text "Options"
    Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
    Sync: frontend_draw_button: Drawing type 1, text "Quit"
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: process_3d_sounds: Starting
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 1 active menus
    Sync: frontend_copy_mnu_background: Starting
    Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
    Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
    Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
    Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
    Sync: frontend_draw_button: Drawing type 1, text "Load Game"
    Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
    Sync: frontend_draw_button: Drawing type 1, text "Options"
    Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
    Sync: frontend_draw_button: Drawing type 1, text "Quit"
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: process_3d_sounds: Starting
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 1 active menus
    Sync: frontend_copy_mnu_background: Starting
    Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
    Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
    Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
    Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
    Sync: frontend_draw_button: Drawing type 1, text "Load Game"
    Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
    Sync: frontend_draw_button: Drawing type 1, text "Options"
    Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
    Sync: frontend_draw_button: Drawing type 1, text "Quit"
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: process_3d_sounds: Starting
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 1 active menus
    Sync: frontend_copy_mnu_background: Starting
    Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
    Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
    Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
    Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
    Sync: frontend_draw_button: Drawing type 1, text "Load Game"
    Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
    Sync: frontend_draw_button: Drawing type 1, text "Options"
    Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
    Sync: frontend_draw_button: Drawing type 1, text "Quit"
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: process_3d_sounds: Starting
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 1 active menus
    Sync: frontend_copy_mnu_background: Starting
    Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
    Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
    Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
    Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
    Sync: frontend_draw_button: Drawing type 1, text "Load Game"
    Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
    Sync: frontend_draw_button: Drawing type 1, text "Options"
    Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
    Sync: frontend_draw_button: Drawing type 1, text "Quit"
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: process_3d_sounds: Starting
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 1 active menus
    Sync: frontend_copy_mnu_background: Starting
    Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
    Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
    Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
    Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
    Sync: frontend_draw_button: Drawing type 1, text "Load Game"
    Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
    Sync: frontend_draw_button: Drawing type 1, text "Options"
    Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
    Sync: frontend_draw_button: Drawing type 1, text "Quit"
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: process_3d_sounds: Starting
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 1 active menus
    Sync: frontend_copy_mnu_background: Starting
    Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
    Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
    Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
    Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
    Sync: frontend_draw_button: Drawing type 1, text "Load Game"
    Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
    Sync: frontend_draw_button: Drawing type 1, text "Options"
    Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
    Sync: frontend_draw_button: Drawing type 1, text "Quit"
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: process_3d_sounds: Starting
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 1 active menus
    Sync: frontend_copy_mnu_background: Starting
    Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
    Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
    Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
    Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
    Sync: frontend_draw_button: Drawing type 1, text "Load Game"
    Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
    Sync: frontend_draw_button: Drawing type 1, text "Options"
    Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
    Sync: frontend_draw_button: Drawing type 1, text "Quit"
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: process_3d_sounds: Starting
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 1 active menus
    Sync: frontend_copy_mnu_background: Starting
    Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
    Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
    Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
    Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
    Sync: frontend_draw_button: Drawing type 1, text "Load Game"
    Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
    Sync: frontend_draw_button: Drawing type 1, text "Options"
    Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
    Sync: frontend_draw_button: Drawing type 1, text "Quit"
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: process_3d_sounds: Starting
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 1 active menus
    Sync: frontend_copy_mnu_background: Starting
    Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
    Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
    Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
    Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
    Sync: frontend_draw_button: Drawing type 1, text "Load Game"
    Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
    Sync: frontend_draw_button: Drawing type 1, text "Options"
    Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
    Sync: frontend_draw_button: Drawing type 1, text "Quit"
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: process_3d_sounds: Starting
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: frontend_set_state: State 1 will be switched to 4
    Sync: Frontend state change from 1 into 4
    Sync: add_to_menu_stack: Menu 20 put on stack, at position 0.
    Sync: Created menu at slot 0, pos (0,0) size (640,480)
    Net: Enumerate Services called
    Sync: level_lof_file_parse: Starting for "map00055.lof"
    Sync: level_lof_file_parse: Starting for "map00056.lof"
    Sync: level_lof_file_parse: Starting for "map00057.lof"
    Sync: level_lof_file_parse: Starting for "map00058.lof"
    Sync: level_lof_file_parse: Starting for "map00059.lof"
    Sync: level_lof_file_parse: Starting for "map00065.lof"
    Sync: level_lof_file_parse: Starting for "map00066.lof"
    Sync: level_lof_file_parse: Starting for "map00067.lof"
    Sync: level_lof_file_parse: Starting for "map00068.lof"
    Sync: level_lof_file_parse: Starting for "map00069.lof"
    Sync: level_lof_file_parse: Starting for "map00075.lof"
    Sync: level_lof_file_parse: Starting for "map00076.lof"
    Sync: level_lof_file_parse: Starting for "map00077.lof"
    Sync: level_lof_file_parse: Starting for "map00078.lof"
    Sync: level_lof_file_parse: Starting for "map00079.lof"
    Sync: level_lof_file_parse: Starting for "map00122.lof"
    Sync: level_lof_file_parse: Starting for "map00123.lof"
    Sync: level_lof_file_parse: Starting for "map00124.lof"
    Sync: level_lof_file_parse: Starting for "map00126.lof"
    Sync: level_lof_file_parse: Starting for "map00127.lof"
    Sync: level_lof_file_parse: Starting for "map00130.lof"
    Sync: level_lof_file_parse: Starting for "map00131.lof"
    Sync: level_lof_file_parse: Starting for "map00132.lof"
    Sync: level_lof_file_parse: Starting for "map00133.lof"
    Sync: level_lof_file_parse: Starting for "map00135.lof"
    Sync: level_lof_file_parse: Starting for "map00145.lof"
    Sync: level_lof_file_parse: Starting for "map00146.lof"
    Sync: level_lof_file_parse: Starting for "map00147.lof"
    Sync: level_lof_file_parse: Starting for "map00149.lof"
    Sync: level_lof_file_parse: Starting for "map00150.lof"
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 1 active menus
    Sync: frontend_copy_mnu_background: Starting
    Sync: frontend_draw_button: Drawing type 1, text "Service Menu"
    Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: process_3d_sounds: Starting
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 1 active menus
    Sync: frontend_copy_mnu_background: Starting
    Sync: frontend_draw_button: Drawing type 1, text "Service Menu"
    Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: process_3d_sounds: Starting
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 1 active menus
    Sync: frontend_copy_mnu_background: Starting
    Sync: frontend_draw_button: Drawing type 1, text "Service Menu"
    Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: process_3d_sounds: Starting
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 1 active menus
    Sync: frontend_copy_mnu_background: Starting
    Sync: frontend_draw_button: Drawing type 1, text "Service Menu"
    Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: process_3d_sounds: Starting
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 1 active menus
    Sync: frontend_copy_mnu_background: Starting
    Sync: frontend_draw_button: Drawing type 1, text "Service Menu"
    Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: process_3d_sounds: Starting
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 1 active menus
    Sync: frontend_copy_mnu_background: Starting
    Sync: frontend_draw_button: Drawing type 1, text "Service Menu"
    Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: process_3d_sounds: Starting
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 1 active menus
    Sync: frontend_copy_mnu_background: Starting
    Sync: frontend_draw_button: Drawing type 1, text "Service Menu"
    Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: process_3d_sounds: Starting
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 1 active menus
    Sync: frontend_copy_mnu_background: Starting
    Sync: frontend_draw_button: Drawing type 1, text "Service Menu"
    Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: process_3d_sounds: Starting
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 1 active menus
    Sync: frontend_copy_mnu_background: Starting
    Sync: frontend_draw_button: Drawing type 1, text "Service Menu"
    Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: process_3d_sounds: Starting
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: draw_gui: Starting
    Sync: update_fade_active_menus: Starting
    Sync: draw_active_menus_buttons: Starting with 1 active menus
    Sync: frontend_copy_mnu_background: Starting
    Sync: frontend_draw_button: Drawing type 1, text "Service Menu"
    Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
    Sync: draw_active_menus_buttons: Finished
    Sync: draw_gui: Finished
    Sync: process_3d_sounds: Starting
    Sync: frontend_input: Starting
    Sync: get_gui_inputs: Starting
    Sync: gui_button_release_inputs: Starting
    Sync: frontend_set_state: State 4 will be switched to 24
    Sync: Frontend state change from 4 into 24
    Sync: load_map_and_window: Starting
    Sync: load_map_and_window: Finished
    Sync: level_lof_file_parse: Starting for "map00055.lof"
    Sync: level_lof_file_parse: Starting for "map00056.lof"
    Sync: level_lof_file_parse: Starting for "map00057.lof"
    Sync: level_lof_file_parse: Starting for "map00058.lof"
    Sync: level_lof_file_parse: Starting for "map00059.lof"
    Sync: level_lof_file_parse: Starting for "map00065.lof"
    Sync: level_lof_file_parse: Starting for "map00066.lof"
    Sync: level_lof_file_parse: Starting for "map00067.lof"
    Sync: level_lof_file_parse: Starting for "map00068.lof"
    Sync: level_lof_file_parse: Starting for "map00069.lof"
    Sync: level_lof_file_parse: Starting for "map00075.lof"
    Sync: level_lof_file_parse: Starting for "map00076.lof"
    Sync: level_lof_file_parse: Starting for "map00077.lof"
    Sync: level_lof_file_parse: Starting for "map00078.lof"
    Sync: level_lof_file_parse: Starting for "map00079.lof"
    Sync: level_lof_file_parse: Starting for "map00122.lof"
    Sync: level_lof_file_parse: Starting for "map00123.lof"
    Sync: level_lof_file_parse: Starting for "map00124.lof"
    Sync: level_lof_file_parse: Starting for "map00126.lof"
    Sync: level_lof_file_parse: Starting for "map00127.lof"
    Sync: level_lof_file_parse: Starting for "map00130.lof"
    Sync: level_lof_file_parse: Starting for "map00131.lof"
    Sync: level_lof_file_parse: Starting for "map00132.lof"
    Sync: level_lof_file_parse: Starting for "map00133.lof"
    Sync: level_lof_file_parse: Starting for "map00135.lof"
    Sync: level_lof_file_parse: Starting for "map00145.lof"
    Sync: level_lof_file_parse: Starting for "map00146.lof"
    Sync: level_lof_file_parse: Starting for "map00147.lof"
    Sync: level_lof_file_parse: Starting for "map00149.lof"
    Sync: level_lof_file_parse: Starting for "map00150.lof"
    Sync: input_gameplay_tooltips: Starting
    Sync: get_gui_inputs: Finished
    Sync: frontnetmap_update: Starting
    Sync: frontnetmap_update: Normal end
    Sync: frontnetmap_draw: Starting

  5. #5
    Awakening Game Master Metal Gear Rex's Avatar
    Join Date
    Sep 2009
    Posts
    5,689

    Default Re: 1 Player Multiplayer(Skirmish)

    Use [CODE] BB Code, it'll make your post shorter and stuff.
    Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
    Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.

    The Awakening: GM Powers Activate!
    Tesonu is napping!

  6. #6

    Default Re: 1 Player Multiplayer(Skirmish)

    So can anyone help me out then?

  7. #7
    Awakening Game Master Metal Gear Rex's Avatar
    Join Date
    Sep 2009
    Posts
    5,689

    Default Re: 1 Player Multiplayer(Skirmish)

    Quote Originally Posted by Evil Lord Proteus View Post
    So can anyone help me out then?
    Well... that would be Mefisto, and you gotta wait for him to come around.
    Dungeon Keeper 2 Patch: With More Balance and Pie [Hiatus]
    Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.

    The Awakening: GM Powers Activate!
    Tesonu is napping!

  8. #8
    KeeperFX Author mefistotelis's Avatar
    Join Date
    Sep 2009
    Location
    Poland
    Posts
    1,242

    Default Re: 1 Player Multiplayer(Skirmish)

    Strange problem...

    Try starting "new game" and selecting first map of "original campaign", then exit and try the skirmish mode again.

  9. #9

    Default Re: 1 Player Multiplayer(Skirmish)

    Hmm, i just tried the original campaign and it crashes aswell.

  10. #10
    Dragon DragonsLover's Avatar
    Join Date
    Aug 2009
    Location
    Quebec
    Posts
    1,490
    Gamer IDs

    Steam ID: dragonslover

    Default Re: 1 Player Multiplayer(Skirmish)

    Try running the game in 640x480x8 of resolution by editing the "KeeperFX.cfg" file.
    I like dragons! They're the center of my life! I'll never forget them...



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