http://keeper.lubiki.pl/html/dk_keeperfx_dwnld.php
Dungeon Keeper Fan Expansion ------------------------------ KeeperFX is an extensive mod for Dungeon Keeper. It is written by fans and not supported by original developer. It requires some of original Dungeon Keeper data, but many files are also modified or remade. Installation of KeeperFX CCP: You need original Dungeon Keeper CD (or CD image) to perform complete installation. Please note that there are two types of releases: complete version and patch. You need a complete version to play the game; a patch is only an additional feature, which you can use by overwriting some files from complete version with new ones. Even with complete version, you still need original Dungeon Keeper CD to prepare the game for playing. To install KeeperFX CCP, you have to unpack the archive to your desired target location, and then run "launcher.exe". The Launcher utility will allow you to select source folder from which original DK files will be taken. To select the "keeper" folder and start copying files, press "Install" button. You must select the "keeper" folder from the CD content list. Selecting root folder of your CD, or selecting installation folder on disk, won't be enough. If you wish to change language, click "Settings" in the launcher and select it from list. Remember to save your changes. You may also edit "keeperfx.cfg" by hand, using text editor. Press the correct button inside Launcher to start the game. For information about running the game executable directly, see 'running KeeperFX' section. If something doesn't work, see the 'troubleshooting' section. Supported DK releases to install from: Here you can find a list of releases which you can use to get files required by KeeperFX: - Dungeon Keeper, english release - Dungeon Keeper, multilingual release - Dungeon Keeper Gold, english release - Dungeon Keeper Gold, multilingual release - Dungeon Keeper from GOG.com (the CD image "game.gog") Remember that KeeperFX needs the original CD, or mounted CD image. The files installed on disk by original DK setup are not enough. Also, you must select the "keeper" folder from the CD content list. Selecting root folder of your CD, or selecting installation folder on disk, won't be enough. Available languages: The following languages are currently functional: ENG ITA FRE SPA DUT GER POL SWE The following languages are partially functional: RUS CHI CHT JAP Note that some campaigns may not support your language. In this case, default language will be used inside this campaign. Available screen resolutions: To change available screen modes, edit "keeperfx.cfg". Screen mode can be in a form WIDTHxHEIGHTxBPP which defines fullscreen mode, or WIDTHxHEIGHTwBPP, which defines windowed mode. When defining windowed mode, the BPP should be equal to the colour depth on your desktop. It is not recommended to mix fullscreen and windowed modes in one config file. There are two lines which define resolutions: 'FRONTEND_RES=' should have exactly 3 parameters and is used in the menu, while 'INGAME_RES=' can have 1-5 parameters, which define list of resolutions to switch between in the actual game. Most stable modes are 640x400 and 640x480. Higher resolutions may be sometimes unstable, especially in possession. Running KeeperFX: To start the game, run "keeperfx.exe". If you want to report any errors you encounter, you may run "keeperfx_hvlog.exe" instead. This will run a "heavylog version", which writes a lot of information into "keeperfx.log". In case of the game hanging on suddenly disappearing, you may send a last few lines of the generated LOG to the author with your description of the bug. Note that "keeperfx_hvlog.exe" requires a lot more CPU than standard version, and may be slow even on new computers. Also, the generated LOG file may be very large, and after a few hours of play it will have several hundreds megabytes. This is why you should use standard "keeperfx.exe" if you're not planning reporting any errors. Both versions will recognize all command line options described below. Command line options: -nointro The intro sequence won't play at startup. -nocd The CD Sound tracks won't play. -1player Allows playing multiplayer maps in skirmish mode. This is normally ON, so the option has no effect. -nosound or -s Disables all the sounds. -fps <num> Changes the game speed; default <num> is 20. -usersfont Disable the AWE32/64 SoundFonts (.SBK files). -alex Used to show the 'JLW' easter egg. And not only that. -level <num> Brings you directly to level number <num>. After the level is finished, quits the game. Note that level number must be 1..65534. -human <num> Changes human player to <num>. This option will work properly only in skirmish mode. Single player levels must be specially designed for this option to work. Also, the selected player must have heart on the map. -q Works like '-level 1'. -columnconvert I assume it converts the columns data. Watch out with this one or you may be unable to play the game again. -lightconvert Same thing, but for lights. -vidsmooth Smoothes the 3D view using 1-pixel bilinear blur. This consumes more CPU, and the effect is merely visible, so blurring is disabled by default. -ppropoly <mode> Allows to control "pentium pro polygon rendering". Default value is 0, which means the game will detect if the CPU is modern enough and enable advanced rendering based on that. For processors below Pentium Pro (today such CPU would be ancient) the game disables advanced polygon lightning computing. Setting <mode> to 1 will make sure the advanced rendering is always enabled, and setting it to 2 disables Pentium Pro polygons regardless of the CPU. -altinput Uses alternate mouse input method. This changes the way of computing mouse position; with this option, position is not reset to screen center every time movement is detected. May be helpful if original method isn't working right (ie. mouse stops). -packetsave <filename> Writes a packet file (replay file) when playing. After using this option, you must start a new level (or use '-level' parameter). Saved replay will work properly as long as you won't change any of the game files. Even a minor change in map or configuration may make the replay invalid. -packetload <filename> Loads a previously created packet file. Starts the level for which packet file was created, and continues the gameplay. You may exit this mode by pressing Alt+X, or take over the control by pressing ALT+T. Note that this option is experimental, and packet files may sometimes not work as intended. Troubleshooting: Q: When I click "Install" and select my CD-ROM where original DK is, the game tells there are no required files. A: You need to select "KEEPER" folder on the CD-ROM, not the whole CD. Q: When I click "Install", select "KEEPER" folder, then I click that I want to copy files - the loader shows "Access denied" error message. A: In that case, you have to run "loader.exe" with administrative privileges. Another solution is to give all users write access to the folder where KeeperFX is, and its sub-folders. Q: Colors are changed in menu or during gameplay, but no problem is mentioned in "keeperfx.log". A: Try using different color modes in KEEPERFX.CFG. For example, you could try 24-bit or 32-bit colour (ie. 640x480x24). It is best to use the same colour mode for all resolutions. Q: Intro doesn't play. LOG file says: Error: setup_game: Can't enter movies screen mode to play intro A: The problem is that your drivers can't support 320x200 mode. Change the resolution config lines in KEEPERFX.CFG into those written in next answer. Q: The game is pixelated/works in low resolution mode only. Can I make it work in higher resolutions? A: To switch resolutions during the game, press Alt+R. If the screen blanks, but resolution doesn't change, then the video mode used for higher resolution is probably not supported by your video card/driver. In that case, change the resolution config line in KEEPERFX.CFG into: INGAME_RES=640x480x32 You may also try other resolutions, but those over 640x480 may be unstable. Q: Game stops when loading a map. LOG file says: Error: setup_screen_mode: Unable to setup screen resolution 640x400x8 (mode 10) A: The problem is that your drivers can't support 640x400 mode. Change the resolution config lines in KEEPERFX.CFG into: FRONTEND_RES=640x480x32 640x480x32 640x480x32 INGAME_RES=640x480x32 Q: The game doesn't run. LOG file says: Error: setup_strings_data: Strings file couldn't be loaded or is too small A: Check if there's a language file in 'FXDATA' folder for the language which you've selected in KEEPERFX.CFG. Q: The game starts up to main menu, but when I try to load a level, it exits back to desktop. A: There may be many reasons for that. Try checking your LOG file. Also, try adding keeperfx.exe and keeperfx_hvlog.exe to DEP list in Windows - that's the solution to most common problem. DEP is a Data Execution prevention mechanism; search the net for details about it. Q: Mouse stops/teleports/moves incorrectly during the game. A: Try the '-altinput' command line switch. If the mouse moves too fast or too slow, try changing "POINTER_SENSITIVITY" option in "keeperfx.cfg" Q: I get a message 'Cannot initialize' when I try to enter network game. A: KeeperFX does not support serial cable, modem and IPX multiplayer. Use standard, retail version of DK if you wish to play serial or modem game. Use standard DK with IPX fix (or DK Gold) if you wish to play IPX game. KeeperFX supports only TCP/IP protocol. Q: I'm having problems with TCP/IP multiplayer. A: See 'tcp_readme.txt' for more information about multiplayer. Q: There are no special eye effects when I possess Beetle, Fly, Dragon, Tentacle etc.! A: Lens effect only work if the game detects over 16MB RAM. Also, make sure that "fxdata/lenses.cfg" is present and not damaged. Q: After some time of gameplay, many in-game elements stops working. Creature spells and some keeper spells (ie. Create Imp spell) ain't working. Same with placing traps/doors, and creating gold piles. A: The game has a limit for amount of 'things' - these 'things' are all the objects that generate sprites (graphic representations as an image). They are limited to 2047, and if all slots are taken, it's no longer possible to create spell shots, gold piles or doors. Creatures have additional limit - even if there are still free 'thing' slots, they are limited to 255. Q: What's the difference between 'keeperfx.exe' and 'keeperfx_hvlog.exe'? A: These files are identical except of one thing: 'keeperfx_hvlog.exe' writes A LOT of messages into 'keeperfx.log', allowing to trace any bugs and problems during the game. Because of the amount of data being written, the heavylog version, 'keeperfx_hvlog.exe', is a few times slower than standard version, 'keeperfx.exe'. If you're not planning to report any bugs, you should use 'keeperfx.exe'. Q: I've found a cheat menu, but it doesn't work! A: The three cheat menus are only partially functional. Reporting a bug: If you've found a bug in the game, you may report it to KeeperFX developers. But you will have to to do some tests to gather as much information as possible about the problem. First, if the game crashed, try looking into 'keeperfx.log'. If there are error messages in it, it's possible that you haven't properly installed or configured KeeperFX. In this case, check the 'Troubleshooting' section for description of your problem. Note that running the game again will overwrite the LOG file, so if you want to keep it, you'll have to make a copy. Second step is to try reproducing the error, and generate more detailed log. Run 'keeperfx_hvlog.exe' and play the level again, doing similar things you did first time, to check if it crashes. If you can't reproduce the error, there is still a chance that the LOG file from first crash is enough to locate the problem - so post the copy you've made on issue tracker, with your description of the problem, and information that you couldn't reproduce it. If you was able to reproduce the error, then post detailed description of how to do it on the issue tracker. Remember to include LOG file created by 'heavylog' version of KeeperFX. Note that the log file will be huge - you shouldn't attach it directly. Instead, you can compress it, or just paste a few (ie. 20) lines from its beginning and its end. Remember to include first and last line of the LOG - these are crucial, and doing it incorrectly would mislead the developers. If it is possible to reproduce the error by loading specific saved game and doing a few simple actions, then attach the saved game to your report. You can recognize file which contains specific saved game by number in filename, which is always equal po position of the saved game slot in 'load' menu. Config file details: FRONTEND_RES Allows you to select front-end resolution (used inside menu and for playing movies, but not in actual game) FRONTEND_RES=<failsafe mode> <movies mode> <menu mode> INGAME_RES Allows you to select up to five in-game resolutions. Resolution has the form of WIDTHxHEIGHTxBPP. Standard modes are: 320x200x8, 320x240x8, 512x384x8, 640x400x8, 640x480x8, 800x600x8, 1024x768x8. Different modes (ie. widescreen, higher res or higher BPP) may be used too, if only they are supported by your graphics card and video driver. You can switch between those resolutions during the gameplay by pressing Alt+R. Modes over 640x480 are experimental, and not completely stable. INGAME_RES=<mode1> <mode2> <mode3> .... SCREENSHOT Selects the format in which screenshots will be written. You can choose between BMP and HSI bitmap format. SCREENSHOT=<type> LANGUAGE This option is used to select language file, used for displaying texts. It also changes language in mentor speeches. Note that if the specific campaign doesn't have support for your language, the default language will be used. POINTER_SENSITIVITY Allows you to adjust the speed of mouse movement. Use this option only if you have serious issues with moving your mouse, or if the speed inside KeeperFX is completely different to the one in your OS. On most problems, you should change mouse speed in your OS preferences instead of changing this option. New in-game commands: Record a movie To record a FLC movie, press Shift+M during the game. A text "REC" will appear to inform you that recording is on (the text will not be visible in recorded movie). Note that only video is recorded, no sound. The movie will be placed in 'SCRSHOTS' folder; you may play it with "mplayer" or its clones. Note that the generated file may be large. Make a screenshot Use the Shift+C keys to make screenshot. The image may be written in 'mhwanh' HSI/RAW format, or Windows BMP format. Format is chosen in KEEPERFX.CFG, 'SCREENSHOT=' option, which may be set to 'HSI' or 'BMP'. Make and replay packet file These functions can be only enabled by command line parameters. You can make a packet file which contains the replay with '-packetsave' command, and then play it with '-packetload'. When in the replay, you may always take over control by pressing Alt+T, or exit with Alt+X. Release speed mode This mode is also available in original DK, but here it's a bit enhanced. Normally, the engine limits amount of game turns per second. This function allows to stop controlling speed - the game will work at its maximum speed, which highly depends on your computer hardware. To enter released speed mode, press Ctrl+'+' from numpad section of your keyboard. Pressing it more than once will increase frameskip - some of the frames will not be drawn, which will result in even greater increase in speed. To cancel the effect, press Ctrl+'-' as many times as you pressed Ctrl+'+' before. New and modified level script commands: ADD_GOLD_TO_PLAYER Allows to add some off-map gold as a reward to a player. Example: ADD_GOLD_TO_PLAYER(PLAYER0,5000) BONUS_LEVEL_TIME Sets time to be displayed on "bonus timer" - on-screen time field, used mostly for bonus levels. Like in original DK, this command accepts one parameter - number of game turns to start the countdown from. But now this command can be used to show bonus timer in any level. Setting game turns to 0 will hide the timer. Example: BONUS_LEVEL_TIME(12000) DISPLAY_OBJECTIVE The 2nd parameter can now have the following values: - 'PLAYERx' - zoom to player's dungeon heart - positive integer - zoom to Action Point of given number - negative integer - zoom to Hero Gate of given number - 'ALL_PLAYERS' - zoom button will be inactive LEVEL_VERSION Lets the game know if the level was designed specially for KeeperFX. To use new script commands, you must start the script with LEVEL_VERSION(1). Without it, the new commands will not work properly. PLAY_MESSAGE Allows to play any SOUND or SPEECH from the game. Example: PLAY_MESSAGE(PLAYER0,SPEECH,107) QUICK_INFORMATION These works same as in Deeper Dungeons, but allows message length up to 1024 characters. There are 50 quick message slots. QUICK_OBJECTIVE Same as in DD, but allows longer messages and more control over zoom button (like in DISPLAY_OBJECTIVE). QUICK_INFORMATION_WITH_POS QUICK_OBJECTIVE_WITH_POS Accepts additional XY coordinates of the zoom place. SET_CREATURE_TENDENCIES Allows to set tendencies: IMPRISON and FLEE, for a player's creatures. Example: SET_CREATURE_TENDENCIES(PLAYER2,FLEE,1) Note that a player must have prison when IMPRISON command is trigered; otherwise it won't make any change. SET_CREATURE_FEAR_WOUNDED Replacements for SET_CREATURE_FEAR. The value taken by this function is a percentage (0..100) and defines health drop required for the creature to escape from combat. A special value of 101 makes creature avoid any combat other than with one creature of the same kind. Example: SET_CREATURE_FEAR_WOUNDED(IMP,50) SET_CREATURE_FEAR_STRONGER Allows to define how many times stronger the enemy has to be for our creature to escape from combat. The value is in %. Example: SET_CREATURE_FEAR_STRONGER(AVATAR,200) REVEAL_MAP_RECT Reveals rectangular map area for given player. Requires coordinates of area center point, and rectangle dimensions. Numbers are scaled in subtiles (range is 1..254). Example: REVEAL_MAP_RECT(PLAYER0,132,96,13,11) REVEAL_MAP_LOCATION Reveals square area of subtiles around given location. Location meaning is identical to the one in DISPLAY_OBJECTIVE. For example, to reveal Hero Gate no.1: REVEAL_MAP_LOCATION(PLAYER0,-1,11) RESEARCH Changes amount of research points needed to discover an item in library. It doesn't affect research order, only amount of points. If the item never was in research list, it's added at end. Example: RESEARCH(PLAYER1,MAGIC,POWER_CHICKEN,10000) RESEARCH_ORDER When this command is first called, the research list for specified players is cleared. Using it you may create a research list from beginning. Note that if you won't place an item on the list, it will not be possible to research it. So if you're using this command, you must add all items available on the level to the research list. Example: RESEARCH_ORDER(ALL_PLAYERS,ROOM,SCAVENGER,50000) [...] - more RESEARCH_ORDER commands should follow. RANDOM It's not a command, but may be used instead of most parameters. If used instead of a number, then should look like: RANDOM(min,max) but may also be used instead of any other value. Examples: MAX_CREATURES(PLAYER0,RANDOM(12,19)) ADD_CREATURE_TO_POOL(RANDOM,20) Note that when used instead of player name, RANDOM may return ALL_PLAYERS. Also, the command shouldn't be used in multiplayer maps, as it will lead to synchronization problems. Value represented by RANDOM is selected at start of a map, and never changes during the gameplay. Changelog: Version: 0.42 Launcher updated with additional options More graphics data files are created from PNGs Made Slap spell do be added to a player by default Created new options for preserving classic bugs Fixed invisible mouse cursor when leaving multiplayer game Fixed fading while traveling through the menu Fixed error in defensive spells code Also increased WIND instance reload time Rewritten creature hatchery search while hungry Improved accuracy of angle-to-position calculation Unified computing whether a thing can be affected by a creature spell Rewritten the Destroy Walls spell Removed the possibility of ice explosion death for creatures which do not bleed Added more config options in rules file Improved adding re-arm tasks to imp queue Rewritten engine perspective rotation Retwritten movement while working in temple Rewritten some data structures related to possession swipe effects Fixed not allowing 2 trap boxes on same subtile Increased the push effect caused by explosion Reduced explosion range for friendly creatures to 1/3 of normal range Rewritten spell casting from within battles list message Rewritten and unified magic cast checking Moved some job properties to config files Rewritten footstep sounds playing Rewritten functions which draw scaled sprites Rewritten some of checking for imp jobs Fixed and re-enabled the new pathfinding code Rewritten some imps tasks which make use of pathfinding routines Version: 0.41 Updates to land view screen Integrated Post Undead Keeper campaign Integrated Conquest of the Arctic campaign Fixed a problem with making non-existing player an ally Improved line of sight computing Many updates to digger tasks code Remade magic maintenance Introduced a new way of determining where a spell can be casted Hero player isn't allowed to be set up as computer player Integrated Undead Keeper campaign Remade dungeon heart fight selection Fixed the problem with computer player placing traps at invalid places Rewritten displaying the heart flower and anger level above a creature Rewritten a part of computer player tasks code Fixed the definition of keeping creature in enemy custody Any player now automatically drops all things in hand while his heart is exploding. Fixed issues with spell being in Library at start of a level Rewritten lot of code around room maintenance Introduced tools which allow to easily create land views from PNG files (Png2bestPal,PngPal2raw) Introduced tools to translate campaigns with use of .po/.pot files (Po2ngdat) Prepared .po/.pot files for all the campaigns which have national messages Rewritten and modified some lightning-related routines Rewritten the function which computes amount of hate computer player has towards other players Rewritten large part of scavenging code Rewritten some code related to needs of creatures Moved some of room and slab properties into terrain config file Rewritten line of sight computation Some modifications to fighting doors Rewritten part of color tables generation Rewritten part of temple summoning code Rewritten and unified the way of searching for things around given coordinates Fixed playing level intro/victory speech multiple times Creatures are now picked by level only with CTRL, and normally they're picked unordered Rewritten hero tunnelling code Statistics screen will now show asian languages correctly Fixed error with invalid screen showing after playing some of DD levels Association between lair object and creature is now moved to config file Added new creature properties Rewritten dropping creature from hand Improved config files for objects and for magic Updated clipping of map coordinates Rewritten the function which handles trap update Updated functions used for updating positions of things Rewritten putting traps by computer player Rewritten the function used for claiming enemy rooms Improved WOP trap to use the same explosion routine as WOP spell Prepared a mechanism to preserve some of classic DK bugs Replaced fear computation algorithm, introduced 3 factors related to fear Rewritten a lair creation routine Rewritten the research process routine Rewritten and improved large part of battle mechanics. Fixed problem with line pitch setting for some rare video modes Rewritten a few routines related to gold gathering Integrated The Destiny of Ninja campaign Fixed truncated water drip effect Fixed multiplayer landview to use ENSIGN_ZOOM Fixed one of rendering routines to be more stable in high resolutions Rewritten spawning heroes Fixed error with drawing creature who is being sacrificed Fixed max zoom problem in very high resolutions Rewritten the keeper sprite drawing function Rewritten creation of shot hit effects Version: 0.40a Renamed 'debug version' to 'heavylog version' Allowed making 'debug' version which is really with debug info Version: 0.40 Prepared game launcher with installation function Updated some internal mechanisms, ie. columns finding Made small revolution in the zooming system Rewritten the green/red cube (map volume box) drawing Fixed engine window center to be on screen center Introduced new config file - creature states config Improved room efficiency calculation Rewritten a few more routines related to workshop Fixed the sound emitter cleanup code Rewritten revealing map due to torture Version: 0.39a Updated compound eye effect for high resolution Fixed the problem with Dungeon Heart background sound Updated reading keyboard in front view, also named some constants Fixed creature death kind "ice explosion" when creature is frozen Fixed shadows and lights affecting things Fixed distance computing required for certain shots to hit target Fixed imps to continue their jobs after they finish a part of it Version: 0.39 Fixed the v0.38c bug with freeze on computer digging for gold Updated frontend menus code, some changes in network related menus Updated creature statistics in Ancient Keeper Disabled another pathfinding routine Rewritten picking up trap box to fill trap Rewritten routine which draws things on the parchment map screen Added zombie players; uninitialized players are initied as zombies Rewritten dead bodies rotting code Rewritten searching for dead bodies by imps Version: 0.38c Fixed the v0.38b bug with computer keeper not digging for gold Rewritten some of imps and workshop related code Rewritten some of imp tasks code and gold counter Version: 0.38b Updated scripts for some maps Fixed killing a creature which has an armour spell casted on Improved some debugging messages Rewritten some of entrance generation code Fixed bug in hero attacking creature code Fixed losing things due to lights overflow Rewritten shot reaching its target Added boulder immunity to creature config files Version: 0.38a Added mouse sensitivity modification option Fixed crash on invalid movies video mode Fixed problem with creatures standing next to lair Fixed error in the new rooms merging algorithm Linked with MinGW libraries as static Fixed problem with no price when selling traps Changed tunneler "relax" sprite to the one with sleeping Version: 0.38 Switched video support library to SDL Fixed duplicates level when using Multiply special Created some 64-bit math, similarly to original code New pathfinding code has been disabled (needs debugging) Dutch land introductions were added to 3 campaigns New graphic modes - any colour depth is now supported New graphic modes - windowed mode is now supported Rewritten more of creature state machine Added more options to CFG files Experimental TCP/IP multiplayer support Version: 0.37c Fixed dungeon heart blinking if under mouse It is now easier to target a creature for pick up Fixed disappearing in-game speeches Computer player config is reloaded on saved game loading Fixed possible hang when computer player moves creatures Added new creature property, "NEVER_CHICKENS" Rewritten more of pathfinding Rewritten creature training code Renamed and rescaled "PartnerTraining" (was "RealTraining") Fixed linked list storing creatures who work in a room Updated room selling code Version: 0.37b Fixed crash on freeing swipe sprites at end of mission Fixed SEEK_THE_ENEMY job (Hellhound) Fixed crash when zooming in isometric (non rotable) view Fixed Imps aimless walking around bug Fixed invalid celebration sprite bug Video modes in config file are no longer pre-defined Version: 0.37a Fixed gems appearance bug Fixed selling bug Fixed per-campaign creatures config bug Version: 0.37 Rewritten computer tasks list Added palette stealing protection to video driver Rewritten some of creature fighting code Rewritten enemy seeking code for heroes Fixed green volume box height in clueo (low walls) mode Rewritten gold stealing code Remade some creature spells code Remade some of imps AI code Remade and fixed some of Ariadne pathfinding system Campaign list is now sorted Imp tasks selection rewritten Creature sprite indexes are now in .CFG files Campaigns can now have their own creature config files Version: 0.36 Rewritten some of room sound playing Modified saved games format (old saves won't work anymore) Saved game can now be loaded even if loading campaign file fails Improved handling of player index errors Improved BONUS_LEVEL_TIME() script command Remade part of creature states system Version: 0.35 Rewritten shot throwing code (for both melee combat and spells) Rewritten some of Dungeon Heart behaviour Programming IDE switched to Eclipse for C++ New Makefile and project structure - easier to recompile Rewritten and fixed Word of Power damage code Rewritten missing function for new way of storing bonus levels Rewritten more of eye lenses code, updated lenses config file Eye lenses now supported in all resolutions Rewritten part of scavenging code Rewritten part of the polygon rendering code Version: 0.34 Some fixups in CPU Identification code Fixed Imps sacrifice code Text drawing functions remade Fixed CTRL+Arrows keys support Fixed transfer creature bug New way of storing bonus levels availability Fixed spell cursors when playing player > 0 Fixed sacrifices when playing player > 0 Asian languages support reached alpha stage Shift+M key now works in high scores screen Fixed incorrect memory write on creature suicide Version: 0.33 Rewritten creature killing code Improved creature config files Tooltip drawing code improved Remade another part of network support Improved logging system Creature states are now defined outside DLL Fixed checking for gold bug (gold digging by computer) Changed Video and Mouse driver - EXPERIMENTAL Added '-altinput' command line parameter Rewritten digging and claiming effects Rewritten part of imp tasks management Rewritten and extended creature sacrifice recipes Censorship no longer bounded to german language Version: 0.32 Added CPU identification Rewritten part of spell casting code Rewritten some of 'Transfer creature' code Rewritten some possession-related code RANDOM can now be used instead of most values in script Remade part of 'player instances' code More cheat options, like 'Everything is free', now works Created .LOF Level Overview Files, levels.txt no longer used Started replacing network support Version: 0.31 Fixed disappearing creatures in zoom box Updated zoom level for various resolutions Rewritten even more of Hand Of Evil support Rewritten heap support for sound and speech samples Replaced CREATURE.TXT with multiple .CFG files. Rewritten network GUI functions Changed RESEARCH and added RESEARCH_ORDER commands Version: 0.30 Fixed Hand Of Evil support code Added range to 'REVEAL_MAP_LOCATION' Campaign files improved (file locations, options) Some more unification in accessing array elements Rewritten some network support functions Rewritten credits screen, added credits file Version: 0.29 Added new script command, 'REVEAL_MAP_RECT' Added new script command, 'REVEAL_MAP_LOCATION' Hand of Evil code has been rewritten Fixed memory leak in keeper AI module Fixed problem with 'IF_AVAILABLE' command Added support of multiple campaigns (not tested) Version: 0.28b Rewritten more of script support, warnings added Added new script command, 'PLAY_MESSAGE' Added new script command, 'ADD_GOLD_TO_PLAYER' Added new script command, 'SET_CREATURE_TENDENCIES' Finished work on QUICK_* script commands support Fixed spells visibility in zoom box of map view DISPLAY_INFORMATION now requires two parameters (added zoom location) QUICK_INFORMATION now requires three parameters (added zoom location) When selling multiple traps on same tile, total cost is displayed Text file is now selected based on language setting in "keeperfx.cfg" Fixed room selling (v0.28a) Fixed wage and luck value displayed in creature info panel (v0.28a) Fixed typing mistake in hero party objectives (v0.28b) Fixed ALL_DUNGEONS_DESTROYED implementation error (v0.28b) Version: 0.27a Rewritten most of the world view screen Allowed map numbers over 255 Fixed mistake in function create_room All levels are available when whole campaign is passed Campaign configuration file improved LIF files support adopted from Deeper Dungeons Free level selection screen adopted from Deeper Dungeons New High Scores support code Strings (text.dat) replaced with those from DD (dd1text.dat) Script command QUICK_OBJECTIVE is now supported Compiled under new MinGW environment Some functions of Cheat Mode are now functional Continue file creation code unified and improved Started work on support of QUICK_INFORMATION command Fixed mistake in trap manufacture code (v0.27a) Version: 0.26 Rewritten minimap control code, fixed for 640x480 Smarter WLB flags regeneration Rewritten part of 'player instances' code Better memory cleaning after a level is finished Bonus levels are preserved in 'Continue game' Transferred creature is preserved (for one use only) Fixed disappearing menu content problem Fixed ending statistics when finishing loaded game Computer player config file created Version: 0.25 Fixed information button blinking Rewritten part of the rendering engine Fixed mouse cursor shift and scrolling at 640x480 Added options to save and load replay (packet file) Alt+X can now be used to quit the game Files created by the game are no longer read-only Rewritten loading of map files Version: 0.24 Rewritten level script analysis Added warning and error messages on script loading Allowed longer messages in script Patched DISPLAY_INFORMATION_WITH_POS Fixed problem with CFG file location Rewritten 'landscape affecting creature' Added comments to CFG file Version: 0.23a Fixed time counter sound in bonus levels Fixed bad memory read in creatures tab code Created a campaign file which stores level numbers More error-safe config file support More inputs left when lost (screnshot, minimap zoom, etc.) Renamed campaign file to load properly (the .23a release) Version: 0.22 Reworked more of the packets processing system Prepared screen resolution ring Fixed problem with floating spirit on lost level Screenshots now work not only in game, but also in menu Improved quality of in-game map screen Fixed a 'sudden speedup' problem when playing > 50 minutes Version: 0.21 Video compression improved for high resolution Added command line option to change player in skirmish Added function of writing screenshots in BMP format Reworked part of the packets processing system Config file separated from original DK Version: 0.20 Message will show if a command line option is wrong Updated delay function to not use 'hlt' command Fixed object tooltips to show when mouse is on something Fixed load slots counting error from v0.19 Rewritten GUI initialization arrays Rewritten and fixed movie recording Allowed to record movie in high resolution Version: 0.19 Rewritten GUI events system Rewritten some easter eggs Fixed music support problem from v0.18 Game will try to continue if can't enter low-res mode Compiled using new version of GCC Version: 0.18 Rewritten frontend state control and menu speed Added high resolution loading screen Renewed video playing code and fading Version: 0.17 Rewritten main loop and game speed control Fixed screen object destructor Rewritten part of mouse support Made exit possibility when playing with '-level' option Version: 0.16 Finished logging module and log file creation Version: 0.15 Reworked the main initiation function Added introduction screen by Madkill Version: 0.14 Added some command line options from Beta Reworked moon phase calculation Version: 0.13 LbBullfrogMain() reworked Command line parameters reworked and fixed a bit Version: 0.11 Managed to make the DLL working (at last!) Programming: Tomasz Lis aka Mefistotelis Petter Hansson Graphics: Chagui Madkill Synesthesia Part of the code closed into DLL and some data files are copyrighted by Bullfrog Productions.
Dungeon Keeper Series | |
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Bullfrog Productions/EA | |
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