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Thread: KeeperFX Unofficial - continued development - alpha builds

  
  1. #121

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    No changes like that.
    You can tell that there's an empty side behind a wall because you'll notice both sides have 'reinforcement', if it's dirt it's just on the inside. So look at the wall itself, not the tile behind it.

  2. #122

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Hello YourMaster,
    1.I have got a Ryzen 2400G and I'm using the Build in Vega 11 Graphics for all my Games.
    Since a new driver update from AMD, earlier this year Dungeon Keeper FX has massive screen tearing.
    It's not like normal screen tearing with disabled Vsync in other games. It's totally unplayable : (
    Do you know any workaround?
    Playing in Window Mode solves the Problem but I really don't like it to see my desktop in the background.
    2. I sometimes encounter a bug where my HUD is disappearing completely. Saving and Loading the game helps.


    Edit: Okay I solved it myself with "SDL Video Driver: Force Driver windib" maybe this will help someone.
    Last edited by CaptainCosmotic; October 4th, 2018 at 19:29.

  3. #123

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    The second one is probably you pressing Tab. (or Alt+Tab)

  4. #124

    Default Re: KeeperFX Unofficial - continued development - alpha builds

    Quote Originally Posted by YourMaster View Post
    The second one is probably you pressing Tab. (or Alt+Tab)
    You are right. Thx.

  5. #125

    Default KeeperFX Unofficial - alpha 1892

    I've uploaded a new version: Alpha 1892.

    This has been left hanging for a while due to inactivity all around, but there are some big changes though on neutral units.

    What's new:
    • Made it easier to move the camera around when frameskip is active.
    • Updated the sound that imps make when fortifying walls.
      - Requires a new sound.dat. THIS ONE. Due to the size I will not include this file with alpha releases. Some additional sound effects included.
    • Neutral units are assigned to rooms at level start.
      - Like regular units this just works on Prison, Torture and Guard rooms. So they don't wander out of these rooms when placed on there.
      - Neutral units in prison cannot be claimed by any player except for the prison's owner
      - Neutral prisoners do not hunger, Neutral torture victims do not take damage.
    • Introduced a classic bug mode called 'PASSIVE_NEUTRALS' that gives back the classic behavior on neutral units
      - Updated Ancient Keeper rules.cfg to have PASSIVE_NEUTRALS enabled.
    • Commented the rules.cfg to show all possible classic bug modes including this new one.


    We love any feedback we can get.

  6. #126

    Default Re: KeeperFX Unofficial - alpha 1892

    hey Sorry to disturb

    I have a problem myself, I wanted to put dungeon keeper back, not finding my CD I had to find the GOG version.
    I installed KeeperFX 0.46, but I had resolution bugs, I had the zoom menu and the game that works, or the menu with black border and the game with black border...
    Anyway, I saw that you were doing an unofficial patch.
    I installed the latest version, not forgetting the sound file.
    This time I was able to put in 1920x1080w32 without any problems, the menu did not have any zoom and the game is good.
    Problem is that the heart of the dungeon doesn't appear, I saw then that we could zoom out (which is great!) by unzooming the heart reappears, only we will say in the first third from the top of the screen to the bottom, the textures, the heart, the flunkies etc... are cut
    So it's a worry without any real consequences but it's a little annoying.
    the real problem is that my lackeys refuse to make a bed, train, study or take pay and the food doesn't spawn because of that the game is unplayable

    Translated with www.DeepL.com/Translator

  7. #127

    Default Re: KeeperFX Unofficial - alpha 1892

    Try it in 1920x1080x32 instead and see if the graphics problems disappear.

    Your other problem is very strange, and makes me think the game is not installed properly. Since you posted with a translator, I guess you misunderstood the installation instructions.

    This topic is about the alpha, so a test-build. (It still should not have the problems you mention.) It needs to be installed over a fully installed KeeperFX Unofficial version.
    So:
    1) Install the game from this link: https://keeperklan.com/downloads.php?do=file&id=121
    2) If you want to play with the latest alpha, install that ON TOP with the latest files from here: https://keeperfx-loobinex.keeperklan.com/alphabuilds/

    If this does not help, please share your log file.

  8. #128

    Default Re: KeeperFX Unofficial - alpha 1892

    Quote Originally Posted by YourMaster View Post
    Try it in 1920x1080x32 instead and see if the graphics problems disappear.

    Your other problem is very strange, and makes me think the game is not installed properly. Since you posted with a translator, I guess you misunderstood the installation instructions.

    This topic is about the alpha, so a test-build. (It still should not have the problems you mention.) It needs to be installed over a fully installed KeeperFX Unofficial version.
    So:
    1) Install the game from this link: https://keeperklan.com/downloads.php?do=file&id=121
    2) If you want to play with the latest alpha, install that ON TOP with the latest files from here: https://keeperfx-loobinex.keeperklan.com/alphabuilds/

    If this does not help, please share your log file.
    Yes I use a translator, but simply because I'm tired and because there are some complex words that I don't know or at least don't know for sure!
    Otherwise I manage and understand English well.
    I hadn't seen your wiki, but I had followed the link below.

    https://www.gog.com/forum/dungeon_ke...ructions/page1

    I reinstalled, I haven't tested the minions yet, know if they do the tasks, but this time I noticed the unofficial logo when I started that I didn't have before, so I think you were right my file had to be corrupted in a certain way.
    I would edit to tell you if the minions work.
    I tried to change the resolution from "w" to "x" and no change I made screens to show you what it feels like
    you can see the minions cut, and the heart cut in half. and this is only possible from the line drawn as you can see on the second picture no problem below this line the display is correct.
    On the other hand, would it be possible to reduce the size of the devil's hands?
    and oh I forgot, since the discovery of your patch, I have the menu, the game that is displayed correctly in 1920*1080, however at the level of the map it is always zoomed (after that it can be normal, it's not embarrassing but frustrating ^^)

    Edit : My minions work Now, I think my game was corrupt.

    Edit2 : I made a copy of the log

    HTML Code:
    Dungeon Keeper FX ver 0.4.6u build 1892 Alpha (standard release)
    LOG CREATED  @ 16:44:43  21-11-2018
    
    Sync: LbMouseChangeMoveRatio: New ratio 256x256
    Sync: CPU GenuineIntel type 0 family 6 model 14 stepping 3 features bfebfbff
    Sync: PhysicalMemory 32
    Sync: Memory-demanding features enabled.
    Sync: LbScreenSetup: Mode 1920x1080x32 setup succeeded
    Sync: Moon phase -0.1530
    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 8352160 bytes, samples in banks: 1013,126
    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 1920x1080x32 setup succeeded
    Sync: LbMouseChangeMoveRatio: New ratio 768x768
    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 (240,0) size (1440,1080)
    Sync: Frontend state change from 1 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 1920x1080x32 setup succeeded
    Sync: LbMouseChangeMoveRatio: New ratio 768x768
    Sync: GraphicsHeap Size 8388608
    Sync: reenter_video_mode: Switched video to 1920x1080x32 (mode 28)
    Script(line 15): script_add_command: Level files version 1.
    Sync: Optional file "map00004.flg" doesn't exist or is too small.
    Sync: Created menu ID 1 at slot 0, pos (0,0) size (376,1075)
    Sync: Created menu ID 2 at slot 1, pos (0,0) size (376,1075)
    load_script: Used script resources: 0/16 tunneller triggers, 7/48 party triggers, 31/64 script values, 30/48 IF conditions, 5/16 party definitions
    Sync: Created menu ID 16 at slot 2, pos (480,849) size (1290,231)
    Sync: Created menu ID 8 at slot 3, pos (734,352) size (828,323)
    Sync: Created menu ID 10 at slot 4, pos (793,358) size (710,312)
    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: LbMouseChangeMoveRatio: New ratio 768x768
    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 (240,0) size (1440,1080)
    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
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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    Last edited by gilius; November 21st, 2018 at 15:50. Reason: log

  9. #129

    Default Re: KeeperFX Unofficial - alpha 1892

    I believe what you are experiencing is not unique for you, but a problem for everybody. In high resolution with 'cluedo' mode.
    Press this button in options and tell me if everything afterwards is all right.

    Click image for larger version. 

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    Hand of evil can not be resized.

    And I don't understand your last comment. About the third picture, the landview?

  10. #130

    Default Re: KeeperFX Unofficial - alpha 1892

    Quote Originally Posted by YourMaster View Post
    I believe what you are experiencing is not unique for you, but a problem for everybody. In high resolution with 'cluedo' mode.
    Press this button in options and tell me if everything afterwards is all right.

    Click image for larger version. 

Name:	clickycluedo.png 
Views:	41 
Size:	161.4 KB 
ID:	1865

    Hand of evil can not be resized.

    And I don't understand your last comment. About the third picture, the landview?
    Oh that's too bad, I've always played with the right graphics, I'll try to do with the twisted graphics although it totally changes the angle of vision, but it works well!

    But before that there was no worries in the beginning of keeperfx? (I don't remember very well, I knew that with dungeonkeeper.net the French community, I think it was Dragonlover who had made us discover it).
    Well, personally, as far as I can remember, it was a version with 1920*1080x32 with a black bar below the menu, but very light (a small insignificant square) but I didn't have this texture problem, what has changed since? I don't understand ^^

    When you say high resolution? you mean that in basic resolution the game has no problems? because in the end I put the resolution of my screen in native simply because I have a double screen and that breaks it.
    Okay, for the hands it's not awkward, I'm just playing on a 40 inch screen and it looks huge. x)

    So for my last comment, actually when the resolution is basic, the map of the campaign is normal, and when I'm in 1920*1080x32 the map is zoomed it's not awkward either but if there's a way to correct I wouldn't say no
    Last edited by gilius; November 22nd, 2018 at 00:05.

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