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Thread: Keeper FX future versions - What would you like to see

  
  1. #41

    Default Re: Keeper FX future versions - What would you like to see

    Quote Originally Posted by BlueTemplar View Post
    You can already drag the mouse when selecting squares, it's just that it won't do bandboxing...
    Yes, bandboxing is what I meant. Sorry, I didn't know how to express myself correctly.


    Also that idea from above is splendid:

    Quote Originally Posted by YourMaster View Post
    One more request from me: Expand the interface so that more creature types fit without scrolling. With the higher resolutions it can easily fit.

  2. #42

    Default Re: Keeper FX future versions - What would you like to see

    Quote Originally Posted by Mullertime View Post
    Personally I'm not a huge fan of bandboxing (Maybe because I was predominantly DK so just got used to it) - It got particularly annoying if you were trying to map out corridors and winding paths

    My only thought here is that if this is implemented - It should be a toggle option on the DK start-up: That way, people can choose whether to use it or not. I think that would be fairest on everyone then
    No toggle is needed. Simply keep the left mouse button as is, and use the right mouse button for bandboxing.

    Personally I wouldn't give this an high priority though. If I got to choose I would prioritize better Computer player and creature AI. And perhaps secondly some interface tweaks, higher resolution, nicer first person controls.

  3. #43

    Default Re: Keeper FX future versions - What would you like to see

    Hand of Evil is limited it 8 items carried - would increasing that be a welcome change or shunned because it would affect game strategy too much?

  4. #44

    Default Re: Keeper FX future versions - What would you like to see

    what i would prefer to see is a remake of the original map editor and dungeon keeper directt 3d ported to dungeon keeper fx.

  5. #45

    Default Re: Keeper FX future versions - What would you like to see

    Quote Originally Posted by andreasaspenberg View Post
    and dungeon keeper directt 3d ported to dungeon keeper fx.
    What do you mean by this?

  6. #46
    Ghost
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    Default Re: Keeper FX future versions - What would you like to see

    That keeperFX also works in Direct3D.

    The Dungeon Keeper Gold CD had this as an extra option.

    I would like to see that too, but some things didn't work so well when running in Direct3D mode.


    The terrain and 1st personmode looked a lot better, but the creatures and menu got a bit blurry.

  7. #47

    Default Re: Keeper FX future versions - What would you like to see

    Are you sure it looked better? Could very well be the case it has been ages since I played it in D3D,... I remembered it looking better then running the non D3D version, but I'm not sure if that wasn't simply because of the better resolution.

    What screen-resolution do you have the game configured to?
    Last edited by YourMaster; May 26th, 2014 at 23:26.

  8. #48
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    Default Re: Keeper FX future versions - What would you like to see

    It looked like a blend of the crooked and straight graphic options.

    D3D ran in 640x480 btw.

    I also use 640x480 ingame, higher only makes de gui smaller and the game more far away, it doesn't do anything with the graphics quality..

  9. #49

    Default Re: Keeper FX future versions - What would you like to see

    the direct 3d version used hardware to run the game while it usually runs in software. the advantage with hardware is that the graphics card`s resources can be used and that improves performance. dungeon keeper fx have performance issues when there is a lot of stuff happening on screen at once. the problem with the editor isthat it cant save in vista so it should be remade for dungeon keeper fx.

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