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robin
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File: King Dugans Dungeon AE.hold (19.7 MB)
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icon King Dugan's Dungeon AE (+3)  
[Drod version 5.1.1.436]

I often read on the forum that people struggle with DROD AE engine, because of the evolution of technolgy ;)
So I was thinking, I still sometimes want to play King Dugan's Dungeon, like it was in DROD 1.6

I know there is a "KDD:AE hold file", that can be imported to JtRH, TCB, GatEB & TSS
But then you won't have AE tilesets and music and have a "citizen" playing the Neather.

To download the AE styles+music just go here or here ("free downloads")

Click here to view the secret text

But then I came on level 25 and saw a "citizen" play the Neather,
so I wanted the change that, but this was not possible without rescripting the entire level.
I was going to start doing this, when I suddenly found "The Neathers Lair" from TFMurphy.

Now, I just needed to copy the Neather images from AE tile set and
use paint to make them fit TSS.

If you want the Neather yourself: here you go

[EDIT]
Many thanks to averagemoe for scripting the ending sequence.
I added it in the hold and added some more AE ending stuff.
[/EDIT]

And voila, we've got ourselves an "excact" copy of KDD AE for TSS

Oh yeah, I've changed 4 small things

1) First Level: 1W => I've made this room accesable
2) Thirteenth Level: 2N2W => I've made this room also accesable (the same way as in 2.0)
3) Fourteenth Level: 3N => I also made accesable
[EDIT]
4) I changed the script in level 25 a bit, so you can go chasing the Neather around the level, when you mess up in room 1S ;)
[/EDIT]

[EDIT] 20 november 2018
- rescripted Neather sounds script
- fixed roach bug in level 25 last room
- rescripted "spare Neather" (can now be spared infinitly)
- added averagemoe's ending sequence
[EDIT] 7 december 2018
- fixed some mistakes (Thanks NoahT)
- added the image when the Neather hits an orb
- if the Neather is stabbed in any other room except te last one, a speech will start
- added cutscenes to all rooms in the ending sequence (see post below)
- added something extra to the last song
- moved the cheatcode to level 25 last room (see post below)
[/EDIT]

So many thanks to Erik and Mike, for creating the game
And many Thanks to Timo006, Jutt, TFMurphy and averagemoe for making this a lot easier for me.

So, it's just good old KDD 2.0, but with no secret rooms (except the hidden rooms that were in AE allready)
WITH an "undo button" and in "hard walls" KDD AE styles and music ;)

So, if some people will help me check the consistency with KDD:AE and my version,
it would be nice.

(not all people I asked permission to, have responded.
But since everything I used is on the forum/site (for free)
and I mentioned everybody here in this topic, as well in the ending credits
and Mike said it was OK.
So I posted it)


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[Last edited by robin at 02-25-2022 07:58 AM]
10-12-2013 at 12:55 PM
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robin
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icon Re: King Dugan's Dungeon AE (+1)  
I've played through it and polished some forgotten hard walls
also fixed the exit stairs in level 24 (which ended the hold in stead of going to level 25)

In my first post, I attached the updated hold

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10-25-2013 at 11:09 AM
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robin
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icon Re: King Dugan's Dungeon AE (+1)  
I've put the hold on Beta.

Who wants to be invited? (PM me)


EDIT: after some discussion on "KDD5.0", I have decided to put this project on hold,
probably forever, I leave this topic here, and also the link in my signature,
so people who come across this, can enjoy KDD:AE in 99% of its old glory.
If somehow enough people get interested, I'll start a new beta-board.



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[Last edited by robin at 11-20-2018 10:34 PM]
11-15-2013 at 02:22 PM
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robin
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icon Re: King Dugan's Dungeon AE (+1)  
Made an update to the hold, see first post.
But for some reason I can not attach it to the first post...
This is also a test to see that it wil work on a new post
EDIT: It didn't :(

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[Last edited by robin at 11-21-2018 09:17 AM]
11-21-2018 at 09:16 AM
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mrimer
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icon Re: King Dugan's Dungeon AE (+1)  
Robin, I've granted you permissions to attach larger files.

Please try again.

I appreciate your help fixing up the hold!

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Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
11-22-2018 at 01:24 AM
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robin
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icon Re: King Dugan's Dungeon AE (+1)  
It worked, thanks.
I didn't think of that,
The hold is indeed becoming huge... :D

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11-22-2018 at 04:15 AM
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NoahT
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icon Re: King Dugan's Dungeon AE (+3)  
A couple of issues with this latest version:

Click here to view the secret text


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My stuff:
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11-30-2018 at 09:35 AM
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robin
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icon Re: King Dugan's Dungeon AE (0)  
Thanks, I will look into that.
I'm working on something and when that's done, I will post the new file with these things fixed.

Edit: I also messed up the script in level 16, that will also be fixed in the next release

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[Last edited by robin at 12-02-2018 11:14 AM]
12-02-2018 at 11:11 AM
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robin
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File: Test KDD AE.player (256 KB)
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icon Re: King Dugan's Dungeon AE (+4)  
Time for an update!!!! :D

- I fixed some mistakes NoahT mentioned

- I added an "imageoverlay" when the Neather hits an orb with the AE image.
But the image is set to 200 miliseconds and if the Neather moves before this fraction of time is over, you will have 2 Neathers for the rest of those 200 ms

-I added some speech when the Neather is stabbed in the wrong room. (I don't know if it's possible to have a pop up with the AE text, but this works as wel)

- I added cutscenes to all rooms in the ending sequence.
please let me know if there are bad or really bad cutscenes. I will replace them if needed.
Cutscenes with serpents and tar mothers are horrible to script, so I did my best there, but it's possible that the serpent movement rules are "bend" a little :D
This counts for tar mothers as wel O:-
for Level 16: I just used a standard cutscene whatever entrance or in whatever order you played the rooms. I might work something out for this, but I wasn't going to script 48 scripts for every possible combination :P
for Level 25: I used my "lap" script to go around and to check if every room is conquered, scripting here would make things very complicated, but I might do something like that in the future, also in the AE ending sequence these demo's are very short and mostely the final moves of "your" demo

I was first planning to record a demo through scripting and then play it in the end sequence, but for tar mothers and serpents this is (I think) impossible

- I added something to the final song, this might need some "fine-tuning"

- I moved the cheatcode to the final room of Level 25: 1 West
Go to the left corner (11,8) and then to the right (26,8)
Then the questions will pop up (I fixed some typo's)
I want to remind you, if you use the cheat and walk over the checkpoint, you'll save your new var's.
If you restore a later time and forgot that you used the cheat, I hope you remember this line and restart the room, then you'll be fine.

I also added some demo's to watch from the demo button

and I will upload a player file so you can restore to Level 25: 1 west

[EDIT] uploaded a fix allready, forgot to remove a "cutscene test starter" NPC, which started the cutscene in Level 3. :D


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[Last edited by robin at 12-11-2018 09:26 AM]
12-07-2018 at 11:11 PM
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averagemoe
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File: error.png (23.5 KB)
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icon Re: King Dugan's Dungeon AE (+2)  
The thing with the Neather hitting the orb could easily be addressed by having a global script start every turn with the image overlay command "cancel all"

As for speech when the 'Neather is stabbed? I have attached an alternative you can use. It lacks the "okay" button, but you can have it appear briefly and then fade out.

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12-08-2018 at 03:24 AM
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robin
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icon Re: King Dugan's Dungeon AE (0)  
I uploaded a fix for the Neather orb thing,

I'm gonna keep the speech for stabbing the Neather early (for now).



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[Last edited by robin at 12-11-2018 09:27 AM]
12-11-2018 at 09:27 AM
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File: ClassicBeethro.png (2.6 KB)
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icon Re: King Dugan's Dungeon AE (0)  
In the interest of thoroughness, I have made a tile set of AE Beethro. Can't say anything for the mimics, but setting player role is easy.

And AE also had special music for when the level is clear. Since it's the same track regardless of room style, you can set a global script to "wait for clean level" and then set the music.

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12-11-2018 at 02:54 PM
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robin
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icon Re: King Dugan's Dungeon AE (+1)  
For the AE graphics, you can use this thread:

http://forum.caravelgames.com/viewtopic.php?TopicID=39101&page=0#392847

[EDIT]Using this graphics, will make some cutscene's look weird, due to imageoverlay and stuff

As for the stairs music, it should be allready AE music, I'm not 100% sure, but for the 25th level I know it's the correct AE music.

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[Last edited by robin at 12-13-2018 09:54 AM]
12-11-2018 at 06:12 PM
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icon Re: King Dugan's Dungeon AE (0)  
I'm not talking about the music for when you go down the stairs, I mean before that, when you get the "exit level" message.

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12-11-2018 at 11:18 PM
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robin
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icon Re: King Dugan's Dungeon AE (+1)  
averagemoe wrote:
I'm not talking about the music for when you go down the stairs, I mean before that, when you get the "exit level" message.

I didn't know about that, I added it :thumbsup

NOTE: this won't work with the uploaded player file. When I play through it again, I'll upload it.


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12-13-2018 at 09:52 AM
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icon Re: King Dugan's Dungeon AE (+2)  
Just finished going through AE DROD. Good stuff :thumbsup.

Only problem I had is that it's impossible to finish the hold as entering the second to last room in Level 25 traps you in an infinite loop of the ending cut scene.
08-23-2021 at 03:58 PM
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robin
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icon Re: King Dugan's Dungeon AE (+1)  
kolbesag wrote:
Just finished going through AE DROD. Good stuff :thumbsup.

Only problem I had is that it's impossible to finish the hold as entering the second to last room in Level 25 traps you in an infinite loop of the ending cut scene.

Thanks for the feedback, I'll look into this as soon as possible.


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08-26-2021 at 06:16 PM
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icon Re: King Dugan's Dungeon AE (+1)  
robin wrote:
kolbesag wrote:
Just finished going through AE DROD. Good stuff :thumbsup.

Only problem I had is that it's impossible to finish the hold as entering the second to last room in Level 25 traps you in an infinite loop of the ending cut scene.

Thanks for the feedback, I'll look into this as soon as possible.

That is a dedication that deserves a quote and respect

[Last edited by Illusionist at 08-29-2021 06:57 AM]
08-29-2021 at 06:57 AM
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robin
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icon Re: King Dugan's Dungeon AE (+2)  
I uploaded the fix
(It was a realy stupid test script I forgot to remove)

If you restore to Level 25: 1 South,
you should be able to finish the hold like it should be.
The end credits will start after the last room of level 25 and will no longer loop, but end the hold properly.

Again, thanks for the feedback

(Fixed version is in the first post)

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09-02-2021 at 08:12 AM
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eddiecochran
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icon Re: King Dugan's Dungeon AE (0)  
robin wrote:
I uploaded the fix
(It was a realy stupid test script I forgot to remove)
Just wanted to test your hold in TSS 5.1.0.6512 (GoG) but it doesn't work. I figured out that your hold is compressed with common GZIP instead of the DRODUtil-internal ZLib routine. But TSS neither accepts the GZIP compressed .HOLD (error "file corrupted") nor the extracted XML (import seems to finish correctly but the hold still doesn't appear in the list).
Do I miss something?
01-20-2022 at 09:15 PM
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robin
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icon Re: King Dugan's Dungeon AE (0)  
eddiecochran wrote:
robin wrote:
I uploaded the fix
(It was a realy stupid test script I forgot to remove)
Just wanted to test your hold in TSS 5.1.0.6512 (GoG) but it doesn't work. I figured out that your hold is compressed with common GZIP instead of the DRODUtil-internal ZLib routine. But TSS neither accepts the GZIP compressed .HOLD (error "file corrupted") nor the extracted XML (import seems to finish correctly but the hold still doesn't appear in the list).
Do I miss something?

I'm not familiar with GoG stuff, (I bought and downloaded everything through the forum)
Normaly just downloading this .hold file and importing it should work.
I hope someone more technical on this forum reads this, so this can be sorted out.
I'll keep an eye on this issue, if nobody responds, I'll see that I can get their attention.

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01-20-2022 at 11:42 PM
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eddiecochran
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icon Re: King Dugan's Dungeon AE (0)  
robin wrote:
I'm not familiar with GoG stuff, (I bought and downloaded everything through the forum)
Normaly just downloading this .hold file and importing it should work.
I hope someone more technical on this forum reads this, so this can be sorted out.
I'll keep an eye on this issue, if nobody responds, I'll see that I can get their attention.
Well, the thing is, I also have purchased KDD, JtRH, TCB and GatEB on Caravel, so I could download the new v5.0 holds of all 4 pre-TSS releases from CaravelNet into GoG TSS. This worked flawless. Likewise I also imported many user-made holds without problems. So basically there seems to be no issue downloading/importing standard holds with GoG versions. My guess is that is has something to do with this special GZIP compression.
But anyway thanks for your help.
01-21-2022 at 12:13 AM
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eddiecochran
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icon Re: King Dugan's Dungeon AE (0)  
For counterchecking I just fired up GatEB I purchased on Caravel and it generates the same error when trying to import the hold (ERROR: file corrupted). So it seems (after downloading it twice) this file format isn't supported - neither by Caravel's nor GoG's version.

Maybe some other user could countercheck this again.
01-25-2022 at 11:07 PM
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robin
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icon Re: King Dugan's Dungeon AE (+2)  
I just realized something. (It's been a while since I played DROD) and it seems,
that I'm using version 5.1.1.alpha.2020-10-29
Which is a "newer" version then 5.1.0.6512

I think (and hope) that this the problem.

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01-26-2022 at 09:46 AM
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eddiecochran
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icon Re: King Dugan's Dungeon AE (+1)  
Hey, you got it. I didn't thought that it would be an engine compatibility problem.

The hold can be imported without problems on the last beta v5.1.1.409 (2021-09-07).

Thx a lot.

EDIT: I wonder if this GZIP compression is the new de-facto standard in v5.1.1.

[Last edited by eddiecochran at 01-26-2022 02:10 PM]
01-26-2022 at 01:36 PM
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mrimer
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icon Re: King Dugan's Dungeon AE (0)  
eddiecochran wrote:
Hey, you got it. I didn't thought that it would be an engine compatibility problem.

The hold can be imported without problems on the last beta v5.1.1.409 (2021-09-07).

Thx a lot.

EDIT: I wonder if this GZIP compression is the new de-facto standard in v5.1.1.
Yes, there is an export compression format change coming up. It's intended to address performance and out-of-memory errors, especially on the 32-bit Windows build.
We've added support for the new format in 5.1.1.

The new format will start being used in version 5.2 (which will not be usable in previous builds anyway due to multiple other new character scripting features that are being added to the game engine).

Hmm...actually, I should note that I was trying out exporting via the new format briefly in a 5.1.1 build or two, and then I backed it out. (It is going to be re-introduced in 5.2+.) I'm guessing that robin used one of these beta builds to generate this .hold file. Robin, would you please use the newest 5.1.1 beta build to re-export the hold and post it here? It should apply the export format version that is still supported in pre-5.1.1 builds.

Read more about these changes in the 5.1.1/5.2 change notes in this topic.

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Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.

[Last edited by mrimer at 02-16-2022 09:59 PM]
02-16-2022 at 09:55 PM
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robin
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icon Re: King Dugan's Dungeon AE (+2)  
I upgraded my game to version 5.1.1.436
(As I think, that's the latest version)
And re-uploaded the hold.

(Hold is in first post)

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02-25-2022 at 07:57 AM
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