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KaM Remake -> Multiplayer Demo out!

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Lewin

User avatar

KaM Remake Developer

Posts: 3822

Joined: 16 Sep 2007, 22:00

KaM Skill Level: Skilled

ICQ: 269127056

Website: http://lewin.hodgman.id.au

Yahoo Messenger: lewinlewinhodgman

Location: Australia

Post 29 Jul 2009, 02:17

I'm not good with words, maybe Lewin will add more info to this post later
I don't think there is much more to say. If you want to know about our goals and other stuff read the readme.

I have also mirrored the download on my website, so if Krom's web server is down you can also get it from here:
http://lewin.namsys.com.au/kam/mirror/downloads/KaM_Remake_Economy_Demo_090728.rar

However, unless there is a problem with Krom's web server I highly recommend you use his site, as the download will be a lot faster. (My web server has a max speed of about 52KB/s)
Lewin pays very much attention to keep Remake as close to KaM as possible, all the little bits of it.
Yeah, I even took screenshots of KaM so that the controls were aligned to the pixel. Looks like my work paid off.

Thanks for the bug reports guys! Most of them are known but we still like to hear them anyway, just in case it is something that we are not aware of.
We already've got some bugreports and I guess we'll dedicate next few weeks to fixing of all the bugs reported. Some of them result in crashes..
I agree. Fixing bugs not be as much fun as implementing new features, but I think it would be worthwhile. Most of them are fairly easy too.
Only F8 is quite laggy, but I bet it's my computer's fault.
No, that happens for me too. See, in KaM F8 only speeds it up x1.5. In KaM Remake it speeds it up x10, which will cause lag on most computers. We'll probably slow it down to x1.5 or so for the final release, but for debugging it's nice to be able to speed things up a lot.
- some texts don't fit in the left panel (e.g. laborer's "Preparing house area")
Those texts are probably going to be removed for the final release. They are really just for debugging so we can see what the unit "thinks" it is doing. :wink:

Keep the bug reports coming! :)
Lewin.
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harold

Knight

Posts: 563

Joined: 19 Nov 2007, 23:00

Post 29 Jul 2009, 06:01

Hm.. how do you handle vertical resizing?
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kuba11100

Sword Fighter

Posts: 286

Joined: 16 Jul 2008, 22:00

Location: Poland

Post 29 Jul 2009, 10:07

Okay, new bug report:
- when playing modified mission 7 TSK, after placing a building plan and removing it, the game returned a "Range check error" message, and then I was flooded with around 10 messages "ASSERTION FAILED! Msg: Unit Budowniczy has no action!" message. Game didn't crash. (log)
- similar to KaM editor bug, but happened only once: splash screen failed to disappear

//edit: and more:
- Removing a road construction X caused an access violation error at first time. The X stayed at the ground, preventing to build something on it and remove the square.
Second time these two messages were shown - first one 1 time, second one 10 times, first one 1 time... I had to kill the game process.
- I bet you already know about it: terrain shape after stonemasons' work can be weird (video)
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Krom

User avatar

Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 29 Jul 2009, 11:02

@Harold: Whats difficult with it? We just supply render engine with new frame height and thats it :)

LOL, I just tried it and Remake worked even with tiny window 200x100. We should restrict minimum window size :D
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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harold

Knight

Posts: 563

Joined: 19 Nov 2007, 23:00

Post 29 Jul 2009, 11:18

Well the tiles wouldn't be hard, but what about the menu? How do you make sure it fits?
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Krom

User avatar

Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 29 Jul 2009, 11:31

Our menu has minimum design size 1024*768 (I've checked, there are less that 1% users using lower resolutions). In game we just add one more sidebar texture below the default one. All controls are still in 1024x768 area. Additional items (hints, messages) will be aligned to bottom.

As I noted earlier we don't have restriction on minimum game area size yet.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Thunderwolf

User avatar

Crossbowman

Posts: 233

Joined: 22 Jan 2008, 23:00

Website: http://thunderwolf.freehost10.com/KaMMissionBuilder/index.php

Location: Netherlands

Post 29 Jul 2009, 11:33

Falling trees bug lol...

The interface of the town hall is still empty.

The serfs don't seem all that concerned about walking on a tile as they normally do, now they're walking with about 5 people on one tile :P.

P.S. The mission you are using is toc mission 4, not 3 (I should've just made them in order), and it uses the map of that mission, it's not the mission.
~old sig
MissionBuilder v0.9f2 UPDATED!!
Defend The Outer Colony. fight for your king and uncover the secrets of this land.
Temporary version at
http://thunderwolf.x10hosting.com/index.php
"You can't defeat me, I've played Knights and Merchants"
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xzaz

Barbarian

Posts: 105

Joined: 28 Jul 2009, 22:00

Post 29 Jul 2009, 17:25

Looooking good. Got the same errors as kuba11100. :D
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kuba11100

Sword Fighter

Posts: 286

Joined: 16 Jul 2008, 22:00

Location: Poland

Post 29 Jul 2009, 18:06

Another, weird one:
It happened when I was placing plans of vineyard. Then I enabled *50 speedup. Suddenly, the time had stopped; I had to press F8 to start it. After that, the laborer who was digging the terrain around, was waiting for a stone on the left square from the entrance. The bug occoured every ~30 seconds (of game's time; doesn't matter if the speedup was on), it stopped after destroying faulty vineyard's construction plan.
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merchant_992

Pikeman

Posts: 162

Joined: 11 Nov 2006, 23:00

Location: Rinsumageest, Nederland

Post 30 Jul 2009, 17:21

The 3D looks nice. Espessially the trees, buildings dont seem to fit in in 3D but that can also be due to the dark tops.
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Litude

User avatar

King Karolus

Posts: 1233

Joined: 01 May 2006, 22:00

Website: http://www.knightsandmerchants.net

Location: Finland

Post 30 Jul 2009, 18:50

It's weird how everyone complains about these dark tops, but I don't have any such problems :D.
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Merchator

Sword Fighter

Posts: 336

Joined: 27 Dec 2006, 23:00

Location: Germany

Post 30 Jul 2009, 19:23

I do not have it either, Windows XP SP3!
I am using the most recent OpenGL driver, maybe this could solve the problem?
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Litude

User avatar

King Karolus

Posts: 1233

Joined: 01 May 2006, 22:00

Website: http://www.knightsandmerchants.net

Location: Finland

Post 30 Jul 2009, 19:47

Yeah I'm also using 3.1.0 for what it's worth.
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xzaz

Barbarian

Posts: 105

Joined: 28 Jul 2009, 22:00

Post 31 Jul 2009, 01:07

Got something here, the whinemaker guy isn't he suposed to create 3 whine from one grinding?
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Krom

User avatar

Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 31 Jul 2009, 08:19

Black tops are due to different OpenGL implementations by vendors. Some default switch is set different hence the bug. I'll try to trace that switch, but that's not easy since OpenGL has dozens of such switches with hundreds of possible states..
btw, same thing is responsible for dark triangles on water.

We use data from SR3, hence all the citizens make amount of goods specified in data files :wink:
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de

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