Page 17 of 18 FirstFirst ... 715161718 LastLast
Results 161 to 170 of 176

Thread: KeeperFX Unofficial - continued development - alpha builds

  
  1. #161

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Quote Originally Posted by Danks View Post
    Yes, I patched it using v0.4.6.1896.
    Quote Originally Posted by Danks View Post
    Dungeon Keeper FX ver 0.4.6u build 1850 (standard release)
    You don't appear to be using the latest alpha version (1896)...

    I just tried it on the latest alpha and it worked fine for me.

  2. #162

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Quote Originally Posted by AdamP View Post
    You don't appear to be using the latest alpha version (1896)...

    I just tried it on the latest alpha and it worked fine for me.
    Dungeon Keeper FX ver 0.4.6u build 1896 Alpha (standard release)
    LOG CREATED @ 19:19:39 16-01-2019

    Sync: LbMouseChangeMoveRatio: New ratio 256x256
    Sync: CPU GenuineIntel type 0 family 6 model 10 stepping 7 features bfebfbff
    Sync: PhysicalMemory 32
    Sync: Memory-demanding features enabled.
    Sync: LbScreenSetup: Mode 640x480x32 setup succeeded
    Sync: Moon phase -0.3392
    Sync: LbScreenSetup: Mode 640x480x32 setup succeeded
    LbDataFree: freeing "*PALETTE"...done
    LbDataFree: freeing "*SCRATCH"...done
    Sync: LbMouseChangeMoveRatio: New ratio 128x128
    Sync: GraphicsHeap Size 8388608
    Sync: SoundHeap Size 8388608
    Sync: init_sound_heap_two_banks: Got sound buffer of 8357696 bytes, samples in banks: 840,126
    Sync: Pentium Pro polygon rendering on
    Sync: setup_game: Speech recognition disabled: KeeperSpeech module not found
    LbDataFree: freeing "data/pointer64.dat"...done
    LbDataFree: freeing "data/pointer64.tab"...done
    Sync: LbScreenSetup: Mode 640x480x32 setup succeeded
    Sync: LbMouseChangeMoveRatio: New ratio 256x256
    Sync: get_startup_menu_state: Standard startup state selected
    Sync: Frontend state change from 0 into 1
    Sync: Created menu ID 18 at slot 0, pos (0,0) size (640,480)
    Sync: Frontend state change from 1 into 31
    Sync: Created menu ID 41 at slot 0, pos (0,0) size (640,480)
    Sync: High scores table bad; creating new one.
    Sync: Frontend state change from 31 into 3
    LbDataFree: freeing "ldata/lndflag_ens.dat"...done
    LbDataFree: freeing "ldata/lndflag_ens.tab"...done
    Sync: Frontend state change from 3 into 7
    Sync: Frontend state change from 7 into 0
    LbDataFree: freeing "ldata/frontft1.dat"...done
    LbDataFree: freeing "ldata/frontft1.tab"...done
    LbDataFree: freeing "ldata/frontft2.dat"...done
    LbDataFree: freeing "ldata/frontft2.tab"...done
    LbDataFree: freeing "ldata/frontft3.dat"...done
    LbDataFree: freeing "ldata/frontft3.tab"...done
    LbDataFree: freeing "ldata/frontft4.dat"...done
    LbDataFree: freeing "ldata/frontft4.tab"...done
    LbDataFree: freeing "*FE_BACKUP_PAL"...done
    Sync: LbScreenSetup: Mode 1024x768x32 setup succeeded
    Sync: LbMouseChangeMoveRatio: New ratio 400x400
    Sync: GraphicsHeap Size 8388608
    Sync: reenter_video_mode: Switched video to 1024x768x32 (mode 29)
    Script(line 15): script_add_command: Level files version 1.
    Sync: Optional file "map00001.flg" doesn't exist or is too small.
    Sync: Created menu ID 1 at slot 0, pos (0,0) size (219,625)
    Sync: Created menu ID 2 at slot 1, pos (0,0) size (219,625)
    load_script: Used script resources: 2/16 tunneller triggers, 1/48 party triggers, 45/64 script values, 34/48 IF conditions, 2/16 party definitions
    Sync: Created menu ID 16 at slot 2, pos (250,634) size (750,134)
    Sync: Created menu ID 8 at slot 3, pos (381,275) size (481,188)
    Sync: Created menu ID 10 at slot 4, pos (415,278) size (413,181)
    LbDataFree: freeing "data/gui1-64.dat"...done
    LbDataFree: freeing "data/gui1-64.tab"...done
    LbDataFree: freeing "data/font2-64.dat"...done
    LbDataFree: freeing "data/font2-64.tab"...done
    LbDataFree: freeing "data/font1-64.dat"...done
    LbDataFree: freeing "data/font1-64.tab"...done
    LbDataFree: freeing "data/slab0-1.dat"...done
    LbDataFree: freeing "data/gui2-64.dat"...done
    LbDataFree: freeing "data/gui2-64.tab"...done
    LbDataFree: freeing "*B_SCREEN"...done
    Sync: LbScreenSetup: Mode 640x480x32 setup succeeded
    Sync: LbMouseChangeMoveRatio: New ratio 256x256
    Sync: get_startup_menu_state: Undecided victory state selected
    Sync: Frontend state change from 0 into 3
    LbDataFree: freeing "ldata/lndflag_ens.dat"...done
    LbDataFree: freeing "ldata/lndflag_ens.tab"...done
    Sync: Frontend state change from 3 into 1
    Sync: Created menu ID 18 at slot 0, pos (0,0) size (640,480)
    Sync: Frontend state change from 1 into 9
    Sync: Frontend state change from 9 into 0
    LbDataFree: freeing "*SCRATCH"...done
    LbDataFree: freeing "*TEXTURE_PAGE"...done
    LbDataFree: freeing "data/creature.tab"...done
    LbDataFree: freeing "data/palette.dat"...done
    LbDataFree: freeing "data/bluepal.dat"...done
    LbDataFree: freeing "data/redpall.dat"...done
    LbDataFree: freeing "data/lightng.pal"...done
    LbDataFree: freeing "data/dogpal.pal"...done
    LbDataFree: freeing "data/vampal.pal"...done

  3. #163

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    I don't see anything strange,... perhaps the resolution. Could you try configuring the game to your native resolution?

  4. #164

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Quote Originally Posted by YourMaster View Post
    I don't see anything strange,... perhaps the resolution. Could you try configuring the game to your native resolution?
    I got it working by changing the resolution to its default 640x480. When I run it in 1920x1080 I encounter the issue. My graphics drivers are up to date, though it is an older AMD card from about 8 years ago.

  5. #165

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    According to the log file, you never did run it in 1980x1080, it tried other resolutions. Try 1280x1024x32 and see what happens.

  6. #166

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Quote Originally Posted by YourMaster View Post
    According to the log file, you never did run it in 1980x1080, it tried other resolutions. Try 1280x1024x32 and see what happens.
    1280x1024 doesn't work either. I also tried 1024x768 with no luck. Also when I start a game, the mouse jumps to the edge of the screen, so when the level loads I have inadvertently scrolled to the edge of the map. I don't encounter that with the default 640x480. I can post log files for the tested resolutions if you would like.

  7. #167

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    No, wouldn't know what to do with that. You could try with the launcher/command line to force windib instead of directx to see if that way you can play with higher resolutions.

  8. #168
    Demon Spawn
    Join Date
    Sep 2009
    Location
    Germany
    Posts
    169

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    You could try my debug version with more logging:
    https://ci.appveyor.com/project/Tras...8771/artifacts

    Edit: just remembered that the alpha packages should also contain the heavylog variants.
    Last edited by Trass3r; January 18th, 2019 at 03:33.

  9. #169

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    I actually managed to compile the latest keeperfx source code (man that's a mess to get working), it seems the methods of reading the config files has changed and it's no longer managing to read the resolution settings. I have adjusted the code to force it to my preferred settings but obviously this is not a preferred solution.

    I usually play on a windowed screen with 1024x768 resolution, however even with "WINDOWED_MODE=true" it'll just basically ignore it and go fullscreen, with the default fallback resolution of 640x480.

    However, the multiplayer did feel more stable and less laggier somehow than the latest precompiled "stable" release, we were also however still not managing to actually complete a multiplayer game as it crashed near the final battle for one of us.

  10. #170

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Are you perhaps compiling the dkfans/keeperfx branch, instead of the dkfans/keeperfx-stable or loobinex/KeeperFX-Unofficial branches. In that branch some changes where made to the resolution config indeed, but it's not wise to work on that branch.

    If you're not, the KeeperFX.cfg is read for the resolution, and it still works fine. If you have 'INGAME_RES=1280x1024x32 640x480w32 1024x768w32' in that config file, you can switch by using Alt+R ingame between full screen 1280x1024, windowed 640x480, windowed 1024x768.

Similar Threads

  1. KeeperFX Unofficial 0.4.6
    By YourMaster in forum KeeperFX
    Replies: 78
    Last Post: March 10th, 2018, 16:41
  2. Nightly builds of KeeperFX
    By jomalin in forum KeeperFX
    Replies: 12
    Last Post: December 8th, 2013, 14:39
  3. Short question KeeperFX development
    By jomalin in forum KeeperFX
    Replies: 1
    Last Post: January 7th, 2012, 18:06
  4. Replies: 1
    Last Post: December 28th, 2011, 10:04
  5. Replies: 12
    Last Post: February 21st, 2011, 10:44

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •