Playing KQ8: Crash of Eternity on Win 7 64-bit
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Playing KQ8: Crash of Eternity on Win 7 64-bit
Well I've just completed KQ8: Crash of Eternity.
This game just barely works on Windows 7, and due to the instant-death nature of the game, plus the fact that it freezes and bombs about every five minutes, I find it risky to walk more than 20 feet without saving again. Saving again. Saving again. Saved about ... 170 times I think.
Here are some fixes, for anyone else trying to suffer through this game, using the 2011 "new installer":
1. Turn off ALL shadow effects in Graphics seems to really help a lot with stability.
No, it ain't mah 3D card's fault -- Dual GTX 680 1gig in SLI mode, runs GTA4 with max quality and the ocean splashing on the beach smooth as glass.
It's too bad this game can't somehow be forced to run at 1600x1200 with the bitmaps scaled up and bicubic interpolated, to match the higher resolution.
2. You can make the video cutscenes work, without downloading anything.
For whatever reason, Microsoft continues to include the antique Indeo 5 codec in Windows 7 64-bit, but they don't register the DLL's so this codec doesn't normally do anything. So no you don't need to hunt all across the web for Indoe 5 video drivers. You already have them, just need to enable them. Enabling them requires running the DLL registration program as an administrator:
- Click START menu/button
- Type CMD and wait a few seconds
- An icon for CMD appears in start menu
- Right-click on the icon and choose Run as Administrator
- Yes to security warning
- Welcome to the command prompt! Ah, it's just like running MSDOS again.
For Windows 7 32-bit: (note, this is not tested but most likely valid)
- Type C: and press ENTER
- Type CD C:\WINDOWS\SYSTEM32 and press ENTER
- Type REGSVR32 IR50_32.DLL and press ENTER
For Windows 7 64-bit:
- Type C: and press ENTER
- Type CD C:\WINDOWS\SYSWOW64 and press ENTER
- Type REGSVR32 IR50_32.DLL and press ENTER
Either click the [X] to close the command prompt, or type EXIT and press Enter
3a. To force-quit the game you need to use the Task Manager. But when Mask is running you technically only see the upper right corner of your desktop, so if the Task Manager is not already up in the upper-left corner, it's going to be hard to force quit. So BEFORE running Crash of Eternity, open the Task Manager and put it in the upper left corner of your desktop.
3b. To force-quit the game when the Task Manager is off somewhere else... well you still can do it but it is harder:
- Ctrl-Alt-Del
- Start Task Manager
- Press ALT key
- Press ENTER key
- You will see a disembodied menu pop up on the far right of the screen.
- Press RIGHT arrow until a menu with "Move" appears
- Press DOWN arrow to highlight "Move" and press ENTER
- Use the LEFT arrow and UP arrow key to move Task Manager into view from the right side of your screen
- When it's on screen, now you can go to the Processes tab, select MASK.EXE and Click END PROCESS
Easy! (Heh.)
4. There's a dialog hang in the Barrens, talking to the merchant that helps you kill the basilisk.
At the end of meeting the merchant for the first time, Conner says "Let me ponder that." ... and the mask dialog icon spins, and spins, and spins, and spins, and spins, and spins, and spins. PLEASE WILL YOU STOP PONDERING THAT??? The only solution is to force quit the game as above, but you can't get past this step and the game is broken and unusable.
It looks like there's an error in the character dialog file, but you can solve it using the "cheat console" and without cheating.
Any time before you meet the merchant:
- Press Ctrl-Shift-7 to bring up the console
- Type this, EXACTLY AS SHOWN: set Barren::Seller::metConnor 1
- Press Ctrl-Shift-7 to close the console
You can now talk with the merchant, and at the end when Conner says "Let me ponder that" you get control back and can continue playing normally.
5. There's another script bug that happens at the end of the Barrens. When getting the mask piece from the chest near the jail, Conner gets the same mask piece twice.
Conner walks up to the chest and opens it, but it suddenly disappears when opening it. The minion appears. Conner turns to face the minion ... and the chest reappears.... and spins around with Conner so the chest is between Conner and the minion, and Conner opens the chest again.
,
This game just barely works on Windows 7, and due to the instant-death nature of the game, plus the fact that it freezes and bombs about every five minutes, I find it risky to walk more than 20 feet without saving again. Saving again. Saving again. Saved about ... 170 times I think.
Here are some fixes, for anyone else trying to suffer through this game, using the 2011 "new installer":
1. Turn off ALL shadow effects in Graphics seems to really help a lot with stability.
No, it ain't mah 3D card's fault -- Dual GTX 680 1gig in SLI mode, runs GTA4 with max quality and the ocean splashing on the beach smooth as glass.
It's too bad this game can't somehow be forced to run at 1600x1200 with the bitmaps scaled up and bicubic interpolated, to match the higher resolution.
2. You can make the video cutscenes work, without downloading anything.
For whatever reason, Microsoft continues to include the antique Indeo 5 codec in Windows 7 64-bit, but they don't register the DLL's so this codec doesn't normally do anything. So no you don't need to hunt all across the web for Indoe 5 video drivers. You already have them, just need to enable them. Enabling them requires running the DLL registration program as an administrator:
- Click START menu/button
- Type CMD and wait a few seconds
- An icon for CMD appears in start menu
- Right-click on the icon and choose Run as Administrator
- Yes to security warning
- Welcome to the command prompt! Ah, it's just like running MSDOS again.
For Windows 7 32-bit: (note, this is not tested but most likely valid)
- Type C: and press ENTER
- Type CD C:\WINDOWS\SYSTEM32 and press ENTER
- Type REGSVR32 IR50_32.DLL and press ENTER
For Windows 7 64-bit:
- Type C: and press ENTER
- Type CD C:\WINDOWS\SYSWOW64 and press ENTER
- Type REGSVR32 IR50_32.DLL and press ENTER
Either click the [X] to close the command prompt, or type EXIT and press Enter
3a. To force-quit the game you need to use the Task Manager. But when Mask is running you technically only see the upper right corner of your desktop, so if the Task Manager is not already up in the upper-left corner, it's going to be hard to force quit. So BEFORE running Crash of Eternity, open the Task Manager and put it in the upper left corner of your desktop.
3b. To force-quit the game when the Task Manager is off somewhere else... well you still can do it but it is harder:
- Ctrl-Alt-Del
- Start Task Manager
- Press ALT key
- Press ENTER key
- You will see a disembodied menu pop up on the far right of the screen.
- Press RIGHT arrow until a menu with "Move" appears
- Press DOWN arrow to highlight "Move" and press ENTER
- Use the LEFT arrow and UP arrow key to move Task Manager into view from the right side of your screen
- When it's on screen, now you can go to the Processes tab, select MASK.EXE and Click END PROCESS
Easy! (Heh.)
4. There's a dialog hang in the Barrens, talking to the merchant that helps you kill the basilisk.
At the end of meeting the merchant for the first time, Conner says "Let me ponder that." ... and the mask dialog icon spins, and spins, and spins, and spins, and spins, and spins, and spins. PLEASE WILL YOU STOP PONDERING THAT??? The only solution is to force quit the game as above, but you can't get past this step and the game is broken and unusable.
It looks like there's an error in the character dialog file, but you can solve it using the "cheat console" and without cheating.
Any time before you meet the merchant:
- Press Ctrl-Shift-7 to bring up the console
- Type this, EXACTLY AS SHOWN: set Barren::Seller::metConnor 1
- Press Ctrl-Shift-7 to close the console
You can now talk with the merchant, and at the end when Conner says "Let me ponder that" you get control back and can continue playing normally.
5. There's another script bug that happens at the end of the Barrens. When getting the mask piece from the chest near the jail, Conner gets the same mask piece twice.
Conner walks up to the chest and opens it, but it suddenly disappears when opening it. The minion appears. Conner turns to face the minion ... and the chest reappears.... and spins around with Conner so the chest is between Conner and the minion, and Conner opens the chest again.
,
Re: Playing KQ8: Crash of Eternity on Win 7 64-bit
Did you try the installer from here?
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Re: Playing KQ8: Crash of Eternity on Win 7 64-bit
Yes, used: http://www.sierrahelp.com/Files/NewInst ... kSetup.exe
Downloaded Dec 9, 2012
Using my original Sierra MoE CD.
Downloaded Dec 9, 2012
Using my original Sierra MoE CD.
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Re: Playing KQ8: Crash of Eternity on Win 7 64-bit
OMG. I could not stop laughing...Dale Mahalko wrote:Well I've just completed KQ8: Crash of Eternity.
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Re: Playing KQ8: Crash of Eternity on Win 7 64-bit
I've been able to play for hours on Win 7 x64... or at least boredom forces me to quit.
Software mode can, heck the game can even be run in widescreen under software if you change a few bytes in hex. A lot of the menus get broken though.
2. Still need to take a look at Windows 8 and see if they removed that codec yet or not, otherwise there's always this. (videos using the xvid codec)
3a. Ctrl-Shift-Esc -> Taskmanager. Though you only need that if the game is completely locked up (graphics, sound, etc.), if it's just sitting there on a spinning mask screen do Ctrl-Shift-7, "quit", enter.
4. I gave collector a fix for this back on April 1st but he still hasn't added it to the installer... the file is tw_weird.cs. which you can also find in my installer.
5. First time I've heard of this, do you still have the game save so I can look into it?
There's your problem, although the glide wrapper is also very old and wasn't made for today's computers. (I think the GeForce 5900 was the best at the time, and that was the last to still have hardware support for 256 color textures.)Dale Mahalko wrote:No, it ain't mah 3D card's fault -- Dual GTX 680 1gig in SLI mode, runs GTA4 with max quality and the ocean splashing on the beach smooth as glass.
It's too bad this game can't somehow be forced to run at 1600x1200 with the bitmaps scaled up and bicubic interpolated, to match the higher resolution.
Software mode can, heck the game can even be run in widescreen under software if you change a few bytes in hex. A lot of the menus get broken though.
2. Still need to take a look at Windows 8 and see if they removed that codec yet or not, otherwise there's always this. (videos using the xvid codec)
3a. Ctrl-Shift-Esc -> Taskmanager. Though you only need that if the game is completely locked up (graphics, sound, etc.), if it's just sitting there on a spinning mask screen do Ctrl-Shift-7, "quit", enter.
4. I gave collector a fix for this back on April 1st but he still hasn't added it to the installer... the file is tw_weird.cs. which you can also find in my installer.
5. First time I've heard of this, do you still have the game save so I can look into it?
Re: Playing KQ8: Crash of Eternity on Win 7 64-bit
I have been involved in a large project had have not had time to do much with the installers. It may be a while before I can get back to it, but this is not forgotten.
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Re: Playing KQ8: Crash of Eternity on Win 7 64-bit
I can see why no one wants to try to fix script bugs. The scripts are ridiculously complicated. The interpreter engine apparently doesn't support
- IF x OR y THEN
- IF x AND y THEN
- CASE
So instead you have a literally 25-level deep IF structure.
Also the indenting of the script files is all screwed up, as if the programmers only had a window that was 80 characters wide, and they could not indent everything properly. I manually indented this one by hand in Windows Notepad, just to try to figure out the Weirdling vendor hang:
TW_WEIRD.CS
Dayum, that IF/THEN structure is just nuts.
- IF x OR y THEN
- IF x AND y THEN
- CASE
So instead you have a literally 25-level deep IF structure.
Also the indenting of the script files is all screwed up, as if the programmers only had a window that was 80 characters wide, and they could not indent everything properly. I manually indented this one by hand in Windows Notepad, just to try to figure out the Weirdling vendor hang:
TW_WEIRD.CS
Code: Select all
echo $1 $2 $3 $4 $5 $6 $7
if test $2 == Init
set WeirdCam1 140500 132600 3100 -.2 0 -2.22
set WeirdCam2 145050 133700 3094 -.2 0 2.35
set WeirdCam5 142800 131550 3194 -.4 0 -1.81
set WeirdCam6 143850 132150 3294 -.3 0 2.11
else
if test $2 == ConnorAction
if test $4 == do
if test $Barren::Seller::puzzleState == both
if test $Barren::Seller::state == 2
KQMonster::speak $1 Connor 5000 3 14 3 1 2
else
KQMonster::speak $1 Connor 5000 $Barren::Seller::Noun $Barren::Seller::Verb $Barren::Seller::Context $Barren::Seller::Start $Barren::Seller::End
endif
else
KQMonster::speak $1 Connor 5000 $Barren::Seller::Noun $Barren::Seller::Verb $Barren::Seller::Context $Barren::Seller::Start $Barren::Seller::End
endif
else
if test $4 == INVITEM_SilverCoins
if test $Barren::Seller::nameSelected == 0
KQMonster::speak $1 Connor 5000 $Barren::Seller::Noun $Barren::Seller::Verb $Barren::Seller::Context $Barren::Seller::Start $Barren::Seller::End
else
getConInventory
if test $ConInv::Short != $Barren::Seller::ConnorOwnsShortType
# test for Battle Ax
if test $ConInv::Short == 1070
KQConner::pay SilverCoins $Barren::Seller::costSelected
if test $Console::Return == 1
#delete Connors weapon
KQMonster::setState $1 special payst2,grabright
KQMonster::clearSpeak $1
KQMonster::speak $1 Connor 5000 1 8 41 1 2
set Barren::Seller::ConnorOwnsShortType $ConInv::Short
inc Barren::Seller::count
else
# the click will cause weapon to send a Cue message
set Barren::Seller::ClickFromCode 1
conClickItem $Barren::Seller::ConnorOwnsShortName
set Barren::Seller::ClickFromCode 0
KQMonster::setState $1 special "payst2"
KQMonster::clearSpeak $1
KQMonster::speak $1 Connor 5000 1 0 105 1 1
endif
endif
else
if test $ConInv::Long != $Barren::Seller::ConnorOwnsLongType
# test for long bow
if test $ConInv::Long == 1170
KQConner::pay SilverCoins $Barren::Seller::costSelected
if test $Console::Return == 1
KQMonster::setState $1 special "payst2"
KQMonster::clearSpeak $1
KQMonster::clearSpeak $1
KQMonster::speak $1 Connor 5000 1 8 41 1 2
set Barren::Seller::ConnorOwnsLongType $ConInv::Long
checkDistance $1 $Barren::Seller::ConnorOwnsLongName 1000
if test $Console::Return == 1
KQMonster::setState $1 Special grab
else
KQMonster::setState $1 Special grableft
endif
inc Barren::Seller::count
else
# the click will cause weapon to send a Cue message
set Barren::Seller::ClickFromCode 1
conClickItem $Barren::Seller::ConnorOwnsLongName
set Barren::Seller::ClickFromCode 0
KQMonster::setState $1 special "payst2"
KQMonster::clearSpeak $1
KQMonster::speak $1 Connor 5000 1 0 105 1 1
endif
# test for cross bow
else
if test $ConInv::Long == 1190
KQConner::pay SilverCoins $Barren::Seller::costSelected
if test $Console::Return == 1
KQMonster::setState $1 special "payst2"
KQMonster::clearSpeak $1
KQMonster::speak $1 Connor 5000 1 8 41 1 2
set Barren::Seller::ConnorOwnsLongType $ConInv::Long
checkDistance $1 $Barren::Seller::ConnorOwnsLongName 1000
if test $Console::Return == 1
KQMonster::setState $1 Special grab
else
KQMonster::setState $1 Special grableft
endif
inc Barren::Seller::count
else
# the click will cause weapon to send a Cue message
set Barren::Seller::ClickFromCode 1
conClickItem $Barren::Seller::ConnorOwnsLongName
set Barren::Seller::ClickFromCode 0
KQMonster::setState $1 special "payst2"
KQMonster::clearSpeak $1
KQMonster::speak $1 Connor 5000 1 0 105 1 1
endif
endif
endif
else
if test $Barren::Seller::nameSelected == Pike
KQMonster::clearSpeak $1
KQConner::pay SilverCoins $Barren::Seller::costSelected
if test $Console::Return == 1
KQMonster::clearSpeak $1
KQMonster::speak $1 Connor 5000 1 8 9 1 2
else
KQMonster::setState $1 special "payst2"
KQMonster::speak $1 Connor 5000 1 0 105 1 1
endif
endif
endif
endif
setcontx.cs
endif
else
if test $4 == INVITEM_BlackDiamond
if test $Barren::Seller::puzzleState == shaftonly
set Barren::Seller::puzzleState both
KQMonster::clearSpeak $1
KQMonster::speak $1 Connor 5000 1 25 99 1 3
sendEvent 0 $1 KQCueEvent 20
else
if test $Barren::Seller::puzzleState == neither
set Barren::Seller::puzzleState diamondonly
KQMonster::clearSpeak $1
KQMonster::speak $1 Connor 5000 1 25 5 1 3
endif
endif
deleteObject $3
setcontx.cs
else
if test $4 == INVITEM_MetalShaft
if test $Barren::Seller::puzzleState == diamondonly
set Barren::Seller::puzzleState both
KQMonster::clearSpeak $1
KQMonster::speak $1 Connor 5000 1 39 102 1 3
sendEvent 0 $1 KQCueEvent 20
else
if test $Barren::Seller::puzzleState == neither
set Barren::Seller::puzzleState shaftonly
KQMonster::clearSpeak $1
KQMonster::speak $1 Connor 5000 1 39 103 1 3
endif
endif
deleteObject $3
setcontx.cs
else
if test $4 == INVITEM_BasiliskTongue
KQMonster::speak $1 Connor 5000 1 52 109 1 1
else
KQMonster::speak $1 Connor 5000 1 49 110 1 1
endif
endif
endif
endif
endif
else
if test $2 == Cue
# 10 is message from trap
if test $3 == 10
if test $5 == On
KQObject::preloadResources $1
if test $Barren::Seller::metConnor == 0
KQMusic::push mweird.aud
setThirdPerson
getEndLoop Connor $1 1
if test $Barren::Basilisk::Dead == 1
KQMonster::checkInventory World BattleAx axName
if test $axName != null
KQObject::setHidden $axName 0
endif
if test $Barren::Tunnel::beenThere == 1
set Barren::Seller::puzzleState foundtunnel
else
set Barren::Seller::puzzleState basiliskdead
endif
endif
setcontx.cs
KQMonster::stateChangeNotify $1 $1
getConInventory
set Barren::Seller::ConnorOwnsShortType $ConInv::Short
set Barren::Seller::ConnorOwnsLongType $ConInv::Long
KQMonster::checkInventory Connor $ConInv::Short Barren::Seller::ConnorOwnsShortName
if test $Console::Return == 1
# if short weapon exists
KQObject::setScript $Barren::Seller::ConnorOwnsShortName myweapon.cs
#................ KQObject::setAccepts $Barren::Seller::ConnorOwnsShortName INVITEM_SilverCoins
endif
KQMonster::checkInventory Connor $ConInv::Long Barren::Seller::ConnorOwnsLongName
if test $Console::Return == 1
# if long weapon exists
KQObject::setScript $Barren::Seller::ConnorOwnsLongName myweapon.cs
#................ KQObject::setAccepts $Barren::Seller::ConnorOwnsLongName INVITEM_SilverCoins
endif
handsOff 1
KQCamera::follow none
KQMonster::stateChangeNotify $1 Connor
KQConner::getDoMode
if test $Console::Return != 4
KQConner::setDoMode 4
else
tw_weird.cs $1 StateChange 0 32
endif
else
checkDistance Connor $1 6000
if test $Console::Return == 1
KQMonster::clearSpeak $1
endif
getConInventory
if test $ConInv::Long != $Barren::Seller::ConnorOwnsLongType
KQMonster::speak $1 Connor 5000 1 0 46 1 1
# the click will cause weapon to send a Cue message
set Barren::Seller::ClickFromCode 1
conClickItem $Barren::Seller::ConnorOwnsLongName
set Barren::Seller::ClickFromCode 0
endif
if test $ConInv::Short != $Barren::Seller::ConnorOwnsShortType
KQMonster::speak $1 Connor 5000 1 0 46 1 1
# the click will cause weapon to send a Cue message
if test $Barren::Seller::ConnorOwnsShortType == 1280 #fists
KQMonster::dropItem Connor INVITEM_BattleAx $AxLoc
else
set Barren::Seller::ClickFromCode 1
conClickItem $Barren::Seller::ConnorOwnsShortName
set Barren::Seller::ClickFromCode 0
endif
endif
endif
else
if test $5 == Off
set Barren::Seller::sayNoThanks 1
endif
endif
else
if test $3 == 11
if test $5 == On
if test $Barren::Seller::metConnor == 1
KQMusic::pop mweird.aud
getEndLoop Connor $1 0
setThirdPerson
endif
set Barren::Seller::metConnor 0
set Barren::Seller::sayNoThanks 0
set Barren::Seller::nameSelected 0
set Barren::Seller::typeSelected 0
set Barren::Seller::costSelected 0
# strip script from connors weapons
KQMonster::checkInventory Connor $ConInv::Long Barren::Seller::ConnorOwnsLongName
if test $Console::Return == 1
KQObject::setScript $Barren::Seller::ConnorOwnsLongName NONE
endif
KQMonster::checkInventory Connor $ConInv::Short Barren::Seller::ConnorOwnsShortName
if test $Console::Return == 1
KQObject::setScript $Barren::Seller::ConnorOwnsShortName NONE
endif
else
if test $4 == Off
endif
endif
else
if test $3 == 15 # cue to start setup for hello speech
KQConner::walkTo 142000 131300 $1 16 0
move KQCamera 0 $WeirdCam1
else
if test $3 == 16 # cue to say hello
if test $Barren::Seller::puzzleState == start
KQMonster::clearSpeak $1
KQMonster::speak $1 Connor 5000 1 0 1 1 10
#................... KQMonster::speak $1 Connor 5000 1 0 1 10 10
else
KQMonster::speak $1 Connor 5000 1 0 98 1 1
handsOff 0
KQCamera::follow Connor
set Barren::Seller::metConnor 1
endif
else
if test $3 == 20 # cue to start the pike sale
set Barren::Seller::costSelected 10
set Barren::Seller::nameSelected Pike
set Barren::Seller::typeSelected Pike
set Barren::Seller::Noun 1
set Barren::Seller::Verb 14
set Barren::Seller::Context 148
set Barren::Seller::Start 1
set Barren::Seller::End 1
else
if test $3 == 80
getConInventory
# comes from grab anims see anm file
if test $5 == right
deleteObject $Barren::Seller::ConnorOwnsShortName
KQMonster::checkInventory Connor $ConInv::Short Barren::Seller::ConnorOwnsShortName
KQObject::setScript $Barren::Seller::ConnorOwnsShortName myweapon.cs
else
deleteObject $Barren::Seller::ConnorOwnsLongName
KQMonster::checkInventory Connor $ConInv::Long Barren::Seller::ConnorOwnsLongName
KQObject::setScript $Barren::Seller::ConnorOwnsLongName myweapon.cs
endif
else
if test $3 == 90 # cues from pikeanim.anm
if test $4 == 90
KQMonster::setState Connor Special 'AnimList=pikeanim.anm,AnimListOn,cget'
else
if test $4 == 103
move KQCamera 0 144500 132200 2750 0 0 2.2
endif
endif
else
if test $3 == 100
handsOff 1
KQCamera::follow none
preloadShape tw_turn.kqs
preloadShape tw_grind.kqs
preloadShape tw_hammr.kqs
preloadShape tw_coals.kqs
preloadShape tw_fini.kqs
preloadShape c_bpget.kqs
KQMonster::setState $1 Special 'AnimList=pikeanim.anm,AnimListOn,pike0,pike1,pike2,pike3,pike4'
else
if test $3 == 300
if test $5 == cget
handsOff 0
KQCamera::follow Connor
give Pike 1
sendEvent 0 Connor KQStatsChangeRequestEvent 0 0 0 0 20000
set Barren::Seller::puzzleState boughtpike
setcontx.cs
getConInventory
set Barren::Seller::ConnorOwnsShortType $ConInv::Short
KQMonster::checkInventory Connor $ConInv::Short Barren::Seller::ConnorOwnsShortName
if test $Console::Return == 1
# if short weapon exists
KQObject::setScript $Barren::Seller::ConnorOwnsShortName myweapon.cs
endif
set Barren::Seller::nameSelected 0
set Barren::Seller::typeSelected 0
set Barren::Seller::costSelected 0
KQMonster::speak $1 Connor 5000 1 0 149 1 1
else
if test $5 == out
KQConner::getDoMode
if test $Console::Return != 4
KQSound::play no.aud
KQConner::setDoMode 4
#....................................... KQMonster::speak $1 Connor 5000 1 56 0 1 1
#....................................... handsOff 1
endif
#.................................... else
#.................................... if test $5 == away
#.................................... handsOff 0
#.................................... endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
else
if test $2 == StateChange
if test $4 == 32
KQMonster::clearStateChangeNotify $1 Connor
sendEvent 0 $1 KQCueEvent 15
endif
else
if test $2 == EndLoop
if test $3 == pike0
move KQCamera 0 144750 131200 2450 0 0 .3
sendEvent 0 grinder KQAnimPlayEvent grind
move Connor 0 142750 131200 1744 0 0 1.57
# hide the ax so connor cant buy it and thereby lose the pike
set axname null
KQMonster::checkInventory World BattleAx axName
if test $axName != null
KQObject::setHidden $axName 1
endif
else
if test $3 == pike1
sendEvent 0 grinder KQAnimPlayEvent stop
move KQCamera 0 145500 130700 2750 -.2 0 .3
else
if test $3 == pike2
move KQCamera 0 144000 132000 2250 0 0 -2.8
else
if test $3 == pike3
move KQCamera 0 142250 130200 2750 -.1 0 -0.8
else
if test $3 == pike4
endif
endif
endif
endif
endif
else
if test $2 == TalkComplete
if eval KQMonster::testMessage $3 $4 $5 $6 $7 5000 1 0 1 1
move KQCamera 0 $WeirdCam2
else
if eval KQMonster::testMessage $3 $4 $5 $6 $7 5000 1 0 1 2
move KQCamera 0 $WeirdCam1
else
if eval KQMonster::testMessage $3 $4 $5 $6 $7 5000 1 0 1 3
move KQCamera 0 $WeirdCam2
else
if eval KQMonster::testMessage $3 $4 $5 $6 $7 5000 1 0 1 4
move KQCamera 0 $WeirdCam1
else
if eval KQMonster::testMessage $3 $4 $5 $6 $7 5000 1 0 1 5
move KQCamera 0 $WeirdCam2
else
if eval KQMonster::testMessage $3 $4 $5 $6 $7 5000 1 0 1 6
move KQCamera 0 $WeirdCam1
else
if eval KQMonster::testMessage $3 $4 $5 $6 $7 5000 1 0 1 7
move KQCamera 0 $WeirdCam6
else
if eval KQMonster::testMessage $3 $4 $5 $6 $7 5000 1 0 1 8
move KQCamera 0 $WeirdCam5
else
if eval KQMonster::testMessage $3 $4 $5 $6 $7 5000 1 0 1 9
move KQCamera 0 $WeirdCam2
else
if eval KQMonster::testMessage $3 $4 $5 $6 $7 5000 1 0 1 10
set Barren::Seller::metConnor 1
set Barren::Seller::puzzleState neither
set Barren::Seller::Noun 1
set Barren::Seller::Verb 14
set Barren::Seller::Context 101
set Barren::Seller::Start 1
set Barren::Seller::End 2
sendEvent 0 Connor KQStatsChangeRequestEvent 0 0 0 0 25000
handsOff 0
KQCamera::follow Connor
else
if eval KQMonster::testMessage $3 $4 $5 0 1 5000 10 14 0 1
# make sure hand stays out for message about battleax
KQMonster::setState $1 special payst
else
if eval KQMonster::testMessage $3 $4 $5 0 1 5000 4 14 0 1
# make sure hand stays out for message about heavy crossbow
KQMonster::setState $1 special payst
else
if eval KQMonster::testMessage $3 $4 $5 0 1 5000 2 14 0 1
# make sure hand stays out for message about heavy longbow
KQMonster::setState $1 special payst
else
if eval KQMonster::testMessage $3 $4 $5 $6 $7 5000 1 10 7 1
# make sure hand stays out for message about heavy longbow
KQMonster::setState $1 special payst
else
if eval KQMonster::testMessage $3 $4 $5 $6 $7 5000 3 14 3 1
if test $Barren::Seller::state == 2
# if some other item is selected put hand down first
KQMonster::setState Weirdling special "pay,payst"
endif
else
if eval KQMonster::testMessage $3 $4 $5 $6 $7 5000 3 14 3 2
sendEvent 0 $1 KQCueEvent 20
# make sure hand stays out for message about pike
KQMonster::setState $1 special payst
else
if eval KQMonster::testMessage $3 $4 $5 $6 $7 5000 1 14 148 1
# make sure hand stays out for message about pike
KQMonster::setState $1 special payst
else
if eval KQMonster::testMessage $3 $4 $5 $6 $7 5000 1 25 99 2
if test $Barren::Seller::state == 2
# if some other item is selected put hand down first
KQMonster::setState Weirdling special "pay,payst"
endif
else
if eval KQMonster::testMessage $3 $4 $5 $6 $7 5000 1 25 99 3
# make sure hand stays out for message about pike
KQMonster::setState $1 special payst
else
if eval KQMonster::testMessage $3 $4 $5 $6 $7 5000 1 39 102 2
if test $Barren::Seller::state == 2
# if some other item is selected put hand down first
KQMonster::setState Weirdling special "pay,payst"
endif
else
if eval KQMonster::testMessage $3 $4 $5 $6 $7 5000 1 39 102 3
# make sure hand stays out for message about pike
KQMonster::setState $1 special payst
else
if eval KQMonster::testMessage $3 $4 $5 $6 $7 5000 1 8 9 1
# start pike anim
sendEvent 0 $1 KQCueEvent 100 0
#............................................................................. else
#............................................................................. if eval KQMonster::testMessage $3 $4 $5 $6 $7 5000 1 56 0 1
#................................................................................ KQConner::setDoMode 4
#................................................................................ endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
endif
else
if test $2 == StateChange
if test $3 == $1
set Barren::Seller::state $5
endif
endif
endif
endif
endif
endif
endif
endif
-
- Sierra Obsessed
- Posts: 121
- Joined: Thu Feb 26, 2009 10:42 pm
- Location: Colorado
- Gender: Male
Re: Playing KQ8: Crash of Eternity on Win 7 64-bit
It has nothing to do with the if structure, there's a bug in the talkcomplete function so anything can be randomly skipped. The current way around this is to rewrite the script to advance after a set amount of time for the most common trouble spots. The disadvantage of this is it can still happen anywhere in the game unless you rewrite every script and it'd only be timed correctly for whichever language you used as reference.
-
- Sierra Enthusiast
- Posts: 30
- Joined: Tue Mar 06, 2012 1:31 am
- Location: CT
- Gender: Male
Re: Playing KQ8: Crash of Eternity on Win 7 64-bit
Does you strategy work the same for the GOG KQ8 on a Windows XP Lenovo laptop? It so irritates me that a GOG sold game would crash on my system before I can even play it.
- Tawmis
- Grand Poobah's Servant
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Re: Playing KQ8: Crash of Eternity on Win 7 64-bit
If you're playing it on a laptop; my first guess would be the video card.Lounge Lizard wrote:Does you strategy work the same for the GOG KQ8 on a Windows XP Lenovo laptop? It so irritates me that a GOG sold game would crash on my system before I can even play it.
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Re: Playing KQ8: Crash of Eternity on Win 7 64-bit
Hello Guys, came across you a few weeks back by accident. Quite surprised to see this game can run in wins7 so thought OK will give it a go in 32 bit might try 64 later if I ever get to the end this round.
In this thread I'm posting in I have had the same lock up as Dale so tried to follow his work-around and failed?
So I then downloaded a save from here - *sheesh* how can you guys use so many potions and how do you manage to by-pass everything? I think I have used in total 10 mushrooms (the entire game so far) so I just lost heart playing this game, about to delete it when it hit me----------
Connor is spelt with 1 (one) n for nut not 2 once I removed the spelling error this has worked so back I go to meet "whatshisname".
I love whoever did the big clean up job it has been like playing a new game not an old one.
Should also mention F2 is very erratic in Barren works sometimes then refuses to and all of a sudden Conor has this thing about just walking any where on his own, you have no control of stopping him till you come across an enemy.
In this thread I'm posting in I have had the same lock up as Dale so tried to follow his work-around and failed?
So I then downloaded a save from here - *sheesh* how can you guys use so many potions and how do you manage to by-pass everything? I think I have used in total 10 mushrooms (the entire game so far) so I just lost heart playing this game, about to delete it when it hit me----------
Connor is spelt with 1 (one) n for nut not 2 once I removed the spelling error this has worked so back I go to meet "whatshisname".
I love whoever did the big clean up job it has been like playing a new game not an old one.
Should also mention F2 is very erratic in Barren works sometimes then refuses to and all of a sudden Conor has this thing about just walking any where on his own, you have no control of stopping him till you come across an enemy.