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Hello there, my game keeps freezing on the Daventry load screen, can someone please tell me how to fix this? And can someone give me a save Game of KQ8 right after Connor enters a d leaves Castle Daventry? With all the items in Castle Daventry. Please reply soon.
kqmoefix is still in development, but it might help:
- download kqmoefix.zip and extract the kq8fix.exe into the directory were you installed KQMoE (the archive password is: kqmoefix).
- run the kq8fix.exe, enable the shim for the Mask.exe (check the item in the list), and close it

If the game still doesn't work:
- run the kq8fix.exe
- Shim logging level: debug
- Debug strings (game): shim log
- close kq8fix
- run the game to reproduce the issue
- send me the Mask.kq8fix.log that should be created in the game directory
Post edited July 25, 2016 by nicode
Hello there, I sent you a message.
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Isaac45: Hello there, I sent you a message.
There are no obvious problems in the report. Maybe you can zip and attach/send the savegame to have a look at it.

The reported Windows version in the log is Windows XP. Is this correct? If you enabled a compatibility mode, you should disable it.

The installation directory is unusual for the GOG setup and the detected KQMoE version is the English 1.3 (GOG included the European 1.3). So we are not talking about the GOG release?

The graphics mode is set to Glide. What 3Dfx hardware/driver/wrapper are you using?
Did you try the Software and/or Direct3D mode?
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Isaac45: ...
I committed a new version of kqmoefix with a fix for a crash after loading a save game in Direct Draw mode on Wine 1.8.1.

If that does not help, I need more information (a crash dump would be nice)...
Post edited April 21, 2016 by nicode
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nicode: I committed a new version of kqmoefix with a fix for a crash after loading a save game in Direct Draw mode on Wine 1.8.1.
Any chance you can include your two other fixes for the brightness slider bug and the DirectX initialization?
Fix for the off-by-one setBrightness bug in the Options.cs

Short: find "9A 99 99 3E 6D DB 8E 42" and replace the last four with "49 92 8F 42".
FYI: I found an annoying bug that might crash the Direct3D initialization (only called if Glide is not present/valid). The wrong driver interface (possible NULL pointer) is queried for the total video memory

Better pattern for both (13be and 13fgis):
C7 44 24 18 00 00 00 00 8B CF (mov dword ptr [esp+18h], 00000000h \ mov ecx, edi)
will be changed to:
C7 44 24 18 00 00 00 00 89 F1 (mov dword ptr [esp+18h], 00000000h \ mov ecx, esi)
RE Isaac45: If the loading bar is flickering, it means it can't find the resources for the next area. Is that what it's doing?
Post edited April 22, 2016 by arablizzard2413
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arablizzard2413: Any chance you can include your two other fixes for the brightness slider bug and the DirectX initialization?
Yes, I'll add them.
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Isaac45: Hello there, my game keeps freezing on the Daventry load screen, can someone please tell me how to fix this? And can someone give me a save Game of KQ8 right after Connor enters a d leaves Castle Daventry? With all the items in Castle Daventry. Please reply soon.
Try copy-pasting dgvoodoo2 (3dfx wrapper) into the king's quest folder as well as setting the exe to Window 98 compatibility. After doing both of these I haven't had a crash since.
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arablizzard2413: Any chance you can include your two other fixes for the brightness slider bug and the DirectX initialization?
Both included in revision 23 (1.99n~testing).
Post edited May 17, 2016 by nicode
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arablizzard2413: Any chance you can include your two other fixes for the brightness slider bug and the DirectX initialization?
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nicode: Both included in revision 23 (1.99n~testing).
Nicode, thanks for your work on this! The game runs flawlessly so far, even in a window with set allowAltEnter true (in Options.cs) and re-encoded videos work. Thanks a lot.
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williegoat: Nicode, thanks for your work on this!
You're welcome. Enjoy the game.

Topic: Since some users had issues with saving the kqmoepfd.cmd (play from disk to reduce loading times) with the rigth file extension, it's now included in the kqmoevol.zip (the script requires the kqmoevol.exe anyway).

The development of KQMoEfix 2.0 is currently on hold. I'm quite busy with analyzing the proprietary mesh/shape format (this will take a while).