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I have tried even other versions of this game and with different patches for modern computers (I have Windows 10) and with any of them everything works fine BUT the movement.

As I start the game, the character automatically goes up and left and gets stuck in the corner. (Pressing down and right just makes him stand still).

I can't find anyone with the same problem.
This question / problem has been solved by wrace0image
http://www.gog.com/forum/blood_omen_legacy_of_kain/the_character_cuts_the_air_by_itself_and_does_not_move_at_all

There is more threads on that sub-forum as i remember.
Strange... But first that cross mind about that - some autohotkeys tools, bundled with input devices drivers some tools to preset something\triggers (usually for mouse).

Or connected gamepad issue. Using Xinput is possible on this release but it be anyway detect by game as dinput. Hot-plugging not supported, must be manually rebind in settings before start a new game. Want play on KB - unplug gamepad.

Or maybe some fixes are installed by you. GOG version not compatible probably with all of that outdated fixes. Current solutions - already build-in DirectX wrapper by GOG (usually directdraw, now also xinut\dinput wrapping) or GL wrapper by Verok. Look at forum section from link above - there is threads about that wrapper.
Reinstall clean GOG offline version and play as is with official wrapper. Should be fine. Then - optionally - install unofficial OpenGL wrapper.
Both variants not compatible with old modded exe or bink patches.

If you not want GL wrapper - you can download game via GOG Galaxy. Always do verification after downloading - at least twice.
Also, sometimes offline versions better - but installing them still allow you to add and recognize them to GOG Galaxy as GOG version.

Using Galaxy - require galaxy.exe set to admin run.
Using offline or starting Glalsxy build directly from exe - set kain.exe to admin run.
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Initial release work well for me. But someone report of black screen and freeze issue. Although it is differ problem, in your case game can freeze too - if you go to controls (and you should go to controls anyway).
Did you redownload actual build? It should be from 7 oct and not from 29 sep (23 in installer digital sign). Or, again, for Galaxy - verify game files.

Also, make sure clean English version is work before installing any language packs (unofficial spanish translation).
Post edited November 17, 2021 by QWEEDDYZ
Disconnect your outdated gamepad and play with keyboard or buy XInput gamepad. This will fix all your problems due to wrong analog signal of your outdated gamepad because neither Verok nor gog did not fix this by themself as some fans did for Soul Reaver.
I tried again plain GOG version and it works fine.

But if I install Verok's mod (and I want it because of the subtitles) it happens again. As in any other version or any other patch but gog version.

I found someone with the same problem in the forums but no solutions yet :(
For now I guess I will have to try without subtitles.


I don't have any gamepad! And the keyboard it's fine (even tried with the keyboard unplugged and still happens xD)

The solution in the link of the first response doesn't work for me.
Post edited November 17, 2021 by Hovenduck
In such case remove gog wrappers from the game folder at all. You should have in the game folder only files kain.exe (main exe) and ddraw.dll (from Verok's mod). In the folders KAIN and SAVED you should not have any dll files.

Also you should know that Verok's mod assigns movement keys on the WASD, so you can't use these keys for other purposes than movement.
I just tried this, but didn't work =(

If there were a way to activate just the subtitles without the rest of the patch would be awesome.
Replace files kain.exe and ddraw.dll in your game folder by the ones from the archive BO1.zip on my OneDrive:
1drv.ms/f/s!AlQHOzjj4XNPceWEA1wWPZZ80MY
and provide the screenshot of the game folder (with showing of hidden files).

The Verok's mod does NOTHING unusual with the keyboard and I play in BO1 using keyboard without any problems.

As variant, disconnect any devices excepting keyboard and mouse.
oh, god, I found the problem.......

It detects my webcam as a game controler !!!

After reading your last sentence I remembered that I had an issue with it months ago configuring Xpadder for my gamepad.

Thanks a lot for all your time!
avatar
wrace0: Disconnect your outdated gamepad and play with keyboard or buy XInput gamepad. This will fix all your problems due to wrong analog signal of your outdated gamepad because neither Verok nor gog did not fix this by themself as some fans did for Soul Reaver.
Correct:
Outdated Dinput General PnP for outdated games. And keep Xinput for only current consoles ports that use Xinput component of DirectX.

For using Verok's mod-wrapper, first rename two dlls (there is normally no other dll's in game folder in GOG version) as wrace say. This two dlls - ddraw.dll and dinput.dll.
Post edited November 18, 2021 by QWEEDDYZ
As Verok said, the problem is due to wrong recognition of this webcam as XInput gamepad (I did not hear before this moment about such cases) because he added support of them (XInput gamepads) in his mod. Also he said that BO1 does not use DInput at all (it uses winmm.dll), so the presence of dinput.dll (gog wrapper) in the game folder looks strange because it can't be loaded by this game (iff they did not do additional fixes in the main exe or its memory). If BO1 with gog DInput wrapper provides support of XInput devices this will mean that they provide more correct wrapper than Verok. If gog DInput wrapper did not do this, so they just added obsolete file in the game folder again.

My suggestions were provided by my experience with gog wrappers in the case of Soul Reaver where the only way to solve all problems (and to remove introduced by gog additional bugs) is to remove their wrappers (ddraw.dll and dinput.dll) from the game folder and to replace back the main exe corrupted by gog. I did not download and did not check gog mod of BO1 because they did not provide good fixes (Verok's mod is the best one now as before) and because support of BO1 is not my duty (it is duty of Verok and gog).
GOG sometimes use additional dll loading from parent dll - ddraw.dll wrapper also load some else. So yes, probably game itself not use dinput.dll - but presense of ddraw file lead lo loading also this second GOG dll.
I think same for Verok's wrapper. What game itself load and what load any of this wrapper - it all differ lists of dll's. There chance that winmm used by Veroks and not by GOG version and dinput is in GOG version and not in Veroks and\or Retail. Retail with compatibility fixes (they all modify exe) - not clear version. We cant say what exactly used by game itself if we use something of that.


winmm is a input component? Part of DirectX - maybe. But input and not video\audio?


In any case. GOG version bundled with GOG own wrapper. dinput.dll is probably new thing (and probably only one release with it). One dll loaded from another. Main wrapper file is ddraw.dll.
While ddraw.dll is replaced by Verok's GL wrapper (as i remeber it also use dll with same name so it been replaced by GL installer), dinput.dll is still there. And probably still somehow loaded.

I guess that such names lead to Windows ALWAYS load them with game, not matter if game itself normally use or not. Windows think this is normal DirectX files and load them instead of normal files from %winroot%\System**\ folder.
Better to rename both files before GL installation. GL wrapper also provide input wrapping, adding more Xinput support - Xbox and PS buttons in controls settings.
Not Windows loads dlls, the game loads them just because they are listed as imports in the main exe of this game (just open any exe file in any editor and search for .dll - you will find all loaded by the game dlls and the list of the functions loaded from them). If the dll (for example, dinput.dll) is not listed in the list of imports, it can't be loaded by the game. Yes, of course, it is possible to load additional dlls from other dll (I did this in my mode early to load external SRHook.dll) and even to replace loaded dll and the functions from it by modding the main exe (for example, I replaced early - in the case of SR1 - the dll with the function to check CD drive for the game protection by another dll with the function to get the size of file). Yes, some Windows dlls can be loaded from the game folder instead of System Root (such as ddraw.dll and dinput.dll), but some of them are loaded from the System Root always (for example, advapi32.dll).

One more: you can load any dll in the memory of the game process, but game must call exported functions of this dll (i.e. either main exe or the memory of the game process should be modified to call new functions). Verok's mod does not use winmm.dll, original BO1 uses it. Since - with installing of Verok's mod - you replace ddraw.dll of gog, so it can't load dinput.dll after that and only way to do this is to load it from modified kain.exe (in such case this dll either should be listed in imports of modified main exe file or should be loaded by additional code in this file).

Verok's mod does NOT modify "physical" kain.exe (like gog do often in their mods) - all fixes are applyed in the memory of the game process, so one can use original exe file (say, the one from the site The Lost Worlds or from original CD).

Anyway, the simplest way to check the work of dinput.dll from gog is to check the work of XInput gamepad in BO1 with gog mod (though dinput.dll is not needed for this purpose, of course, but usually dinput.dll is used as wrapper which adds support of XInput gamepads). There are also other ways to check this, of course. For example, one can use the Cheat Engine to see the list of loaded by the game dlls (when the game is running).

P.S.: if you upload somewhere files kain.exe, ddraw.dll and dinput.dll from gog mod, I can check what exactly happens.
Post edited November 19, 2021 by wrace0