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Dungeon keeper 2 trainer plus#
I attach here a very experimental release of DxWnd that seems to have no problems with DK2, though it will surely have a lot of troubles with other games: if you want to try it, better do the experiment in a separate copy of DxWnd plus the included files (DxWnd.exe, dxwnd.dll and the exported configuration for DK2).
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Better skip the movies and then you'll be free to switch task freely. I suggest you to avoid Alt-tabbing during the intro movies because this seems to stop. If you Alt-tab you may land on the wrong window, or in any case you could get strange effects.
Dungeon keeper 2 trainer windows#
The only advice is this one: the game was really never meant for windowed mode and has two overlapped windows active for most of the time. We should really thank Narzoul for the precious hint: I hooked the SetWindowsHookEx call disabling its effects for the WH_KEYBOARD_LL event type and everything works perfectly: you can alt-tab during the game with no problems of any sort. This problem is starting to become intriguing. If that is so, it means that once you get Alt-tab working, you'll see your game session never again. But DK2 doesn't react to these messages, which means it could be missing of all the logic to handle a task switch. Second problem: through the DxWnd interface you can send minimize and recover messages to the task, as if you pressed the buttons on the right part of the title bar. The game links instead PeekMessage calls, so it could perhaps "discard" some key combinations, but this is strange because the Alt-Tab should be interpreted by the operating system, and not by the program, isn't it? Sure, the program could perform a GetProcAddress call to retrieve them dynaically, but it seems unlikely. Now the problem is that there is no trace of such calls in the game exe, nor in any of the dll files in the game folder. To disable the Alt-Tab key two ways are reported in the web "literature":ġ) SetWindowsHook intercepting WH_KEYBOARD_LL events
Dungeon keeper 2 trainer Pc#
I think in this case they may regret having refused it! DxWnd can handle virtual color depth, which is MUCH healthier and nicer for the sake of your PC monitor and eyes, when entering windowed mode! some time ago, I wrote to GOG people offering for collaboration. Otherwise, could you send me just a copy of your DK2.exe? (not the whole GOG release, that would hardly be legal, just the exe alone!) I'd like to see how that connects to patch.dll and/or ddraw.dll. It would be interesting to compare the behavior of DxWnd against the original GOG release of DK2, if you have a copy. This may explain why DxWnd is not working at all: the GOG patched version of DK2 may link this new dll, while the original version may stick to the standard ddraw.dll. how interesting!īut since the file name is different (patch.dll is NOT ddraw.dll) I guess they had to hack the DK2.exe in order to load this library instead of the standard one. They also link SetProcessAffinityMask presumably to avoid DK2 go in multi-processor run (I have plans to add this to DxWnd as well, it's easy.), they play with UnhandledExceptionFilter (who knows why?) and a lot of other kernel calls. The patch.dll may do something pretty similar to what DxWnd does: it exposes DirectDrawCreate and DirectDrawEnumerateA function calls, exactly as if it were an alternate directdraw implementation, and links directdraw and other stuff to manage the window position & size and, likely, check against hacks (it links IsDebuggerPresent(): GOG people don't like beeing hacked, evidently.).