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Thread: KeeperFX 1.0.0

  
  1. #11
    Imp Yani's Avatar
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    Default Re: KeeperFX 1.0.0

    Yes, it was a wild few days!

  2. #12

    Default Re: KeeperFX 1.0.0

    Heee,

    New player here, had a lot of fun with Dungeon Keeper back in the days and love the work you guys did.

    The only this is that i dont have sounds in the game.
    Maybe you guys know the deal with this.

    I have the gog galaxy gold edition as base and have attachted the log.
    Thanks agian!
    Attached Files Attached Files

  3. #13

    Default Re: KeeperFX 1.0.0

    Quote Originally Posted by Wakkaling View Post
    Heee,

    New player here, had a lot of fun with Dungeon Keeper back in the days and love the work you guys did.

    The only this is that i dont have sounds in the game.
    Maybe you guys know the deal with this.

    I have the gog galaxy gold edition as base and have attachted the log.
    Thanks agian!
    Looking at your log, everything is all right with sounds it says. Is your computer volume up? Your ingame volume up? Do you hear other sounds?

  4. #14

    Default Re: KeeperFX 1.0.0

    Quote Originally Posted by YourMaster View Post
    Looking at your log, everything is all right with sounds it says. Is your computer volume up? Your ingame volume up? Do you hear other sounds?
    I hear everything up tot the point that you load in the map and see the dungeon heart.
    there are some random sounds but no sounds like the imps or the beating of the heart.

    if i start the normal Gog version the sounds is there so not sure what the issue is

  5. #15

    Default Re: KeeperFX 1.0.0

    Quote Originally Posted by Wakkaling View Post
    I hear everything up tot the point that you load in the map and see the dungeon heart.
    there are some random sounds but no sounds like the imps or the beating of the heart.

    if i start the normal Gog version the sounds is there so not sure what the issue is
    to follow-up. i hear some sounds like when the imps are fortyfing the walls, but not the classic normal sounds.

  6. #16

    Default Re: KeeperFX 1.0.0

    To follow up for people having the same issue,... the user above had the 'JBL quantum engine' installed, which was a sound tool that tried to 'enhance' the keeperfx sounds but ate them instead. Upon removal, sounds started working for him.

  7. #17
    Mapmaker
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    145

    Default Re: KeeperFX 1.0.0

    Is there any way to expand the maximum about of instances?

    Alongside the 48 there normally are, through the creatures that Endrix and Ben_lp have added on the workshop and the moves that are on there too..

    I changed the total to 66 and all them of them stopped working.
    So I'm assuming there's a limit of 64. When I deleted 2 I found everything back to normal

  8. #18

    Lightbulb Re: KeeperFX 1.0.0

    Quote Originally Posted by shortmicky View Post
    Is there any way to expand the maximum about of instances?

    Alongside the 48 there normally are, through the creatures that Endrix and Ben_lp have added on the workshop and the moves that are on there too..

    I changed the total to 66 and all them of them stopped working.
    So I'm assuming there's a limit of 64. When I deleted 2 I found everything back to normal
    Soon:

    https://github.com/dkfans/keeperfx/pull/2765

    It needs testing first to make sure it works and doesn't break something. The plan is to raise the limit to 255, same for the shot.

  9. #19
    Mapmaker
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    Default Re: KeeperFX 1.0.0

    Cool beans

  10. #20
    Mapmaker
    Join Date
    Jan 2012
    Location
    Bristol, United Kingdom, United Kingdom
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    Default Re: KeeperFX 1.0.0

    What are the moos about in the gtext dat files?
    I’ve noticed a load of new ones in the latest alpha.

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