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KaM Remake -> Multiplayer Demo out!

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Bakoku

Post 13 Feb 2010, 11:00

After about 30 minutes of game it shows unclosable "range check error" window. Also, is it meant to drain all the 100% of CPU resources?
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FallenLeader

Lance Carrier

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Post 13 Feb 2010, 11:04

what are your system spec's. that determines how much % resources it'll be using.
unless there is a bug/leak
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TRB

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Post 13 Feb 2010, 13:11

In the first single player map, Across the Desert. I had a crash twice regarding the troop movement. It mentioned the following message:
Unit N/A unable to walk a route from (83;119) to (84;118) during task Idle since the route is unbuilt.
I keep the log and sav file, in case you need them.
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kuba11100

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Post 13 Feb 2010, 20:48

Great work! The stability is noticeable better than in previous releases!

Some bugs that I noticed:
- Sometimes a message "123" with a symbol of a head is being sent at the beginning
- Problem with detecting water in the fisherman's hut (no nearby water message), e.g. check the mission 7 TSK modification included to the remake
- Soldiers' control buttons sometimes just don't work
- Messages similar to the one posted by TRB, happened after some hours of game, causing weird serfs' behavior - e.g. taking the wine barrel out from the swine farm, or entering random location as the building, taking out random ware, and then "returning it" (to nowhere)
(save - http://kuba11100.c0.pl/rozne/priv/kamremake/save03.sav )
- Buggy stone mining - in some maps, e.g. 15 TSK, stonemasons get stuck after grabbing a stone, because of the changing elevation and angle (the tile below them becomes unwalkable). Building a road near the trapped stonemason causes an error message like the described before, but then nothing bad happens - he just go home and keep working.
- Some saves are impossible to load due to the range check error
(save - http://kuba11100.c0.pl/rozne/priv/kamremake/save02.sav )

Some small things, not so important
- Rectangle below cursor is not fixed (happens on GeForce GT240M, 195.62 drivers, no problem on older 6800XT / 91.47)
- Demolishing the building manually exits from the building menu, unlike in KaM, where it takes back to the building selection
- Load/Save buttons have different order, it's a bit confusing :P
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Lewin

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Post 14 Feb 2010, 05:15

Stuck as in 'can't walk through each other'? That's a good thing indeed. And I noticed they pass each other much, much faster than in the original KaM.
I think that's what he means. I'm glad you noticed the speed difference, I tried to make the interaction as fast and efficient as possible.
After about 30 minutes of game it shows unclosable "range check error" window.
Many things could have caused that, we need more information to fix the bug. Next time an error like that happens, please send us the autosave file. (it will be from a minute or so before the crash, allowing us to debug the error) The autosave (as long as you have it turned on in options) will be the last save, save10.sav. After a crash like that, restart the game and load the last save to see if the error happens again. If it does then send that file to us. This goes for everybody reporting errors like that. If we have a save it allows us to debug it with breakpoints and such. Otherwise it is very hard to track the error.
Also, is it meant to drain all the 100% of CPU resources?
Yes, while the game is running it will use all of the available CPU time. However, this is by design and if you minimize it the CPU usage should be basically nil. It has something to do with the way rendering happens, Krom and probably answer it better. Original KaM did this too (but it did it even when minimized) and so do many other games, so it's not a big problem.
In the first single player map, Across the Desert. I had a crash twice regarding the troop movement. It mentioned the following message:
I would like more information about this bug. What circumstances cause it? Is it only after a soldier dies? (that seems quite likely based on the info you gave me) I would quite like to see the save file if possible, thanks.
Sometimes a message "123" with a symbol of a head is being sent at the beginning
That is a debugging feature we never removed for the demo. Pressing the number buttons 5-0 will display a message of different types. You must have pressed 7. :wink:
Problem with detecting water in the fisherman's hut (no nearby water message), e.g. check the mission 7 TSK modification included to the remake
I don't think this is a bug, I think the message you received was trying to tell you that there are no fish left. The same message is sent for both "No water found" and "Water found but there are no fish in it". However SR3 changed the message in one of the betas to say it is too far away from the water, rather than just something "Fisherman cannot catch more fish". These might have been the text files included in the demo. We could have two separate messages if people think that would be better.
The messages seem to be working correctly for me, please correct me if I'm wrong and this isn't the problem.
Soldiers' control buttons sometimes just don't work
Please give me more information. In what way don't they work? Which buttons? (all of them or just some?) Any specific circumstances that cause it? Remember that troop behaviour might be different to KaM, sometimes unintentionally. Also the troop interface was one of the last things implemented before the demo, so it hasn't been as rigorously tested as the other features.
Messages similar to the one posted by TRB, happened after some hours of game, causing weird serfs' behavior - e.g. taking the wine barrel out from the swine farm, or entering random location as the building, taking out random ware, and then "returning it" (to nowhere)
I debugged that save you posted, and I found it was due to very rare circumstances that the error occurred. I have fixed it by allowing units to walk off the roads if no route exists via road when the floodfill says it does. This should improve stability with units walking on roads. The weird behaviour is because the serf thinks that his walk has finished so he enters the destination house even if it's not there. That is why the error says "Continuing to play may cause instabilities".
Some saves are impossible to load due to the range check error
Fixed. (for the save example you posted anyway) This was caused by the list of falling trees not loading correctly, so it will happen any time you save with a tree falling down. :D But the save loads correctly for me now that I have fixed the bug.
Rectangle below cursor is not fixed (happens on GeForce GT240M, 195.62 drivers, no problem on older 6800XT / 91.47)
Not sure... Krom?
Demolishing the building manually exits from the building menu, unlike in KaM, where it takes back to the building selection
Fixed.
Load/Save buttons have different order, it's a bit confusing :P
Fixed.

Huge thanks for your bug reports and suggestions everyone! Please keep it up, we want to get rid of all of the bugs and mistakes as soon as possible.
Lewin.
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H.A.H.

Post 14 Feb 2010, 10:37

I would like more information about this bug. What circumstances cause it? Is it only after a soldier dies? (that seems quite likely based on the info you gave me) I would quite like to see the save file if possible, thanks.
Ok, it is not after a soldier dies. I was simply moving my horses around, exploring. Apart from that, I was also building a school to the right of my warehouse. I'm not certain if that could have been the cause of the bug. I will send you an email with the log and sav file.
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TRB

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Post 14 Feb 2010, 10:42

The above post is mine, but I forgot to log in :roll:
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kuba11100

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Post 14 Feb 2010, 12:01

That is a debugging feature we never removed for the demo. Pressing the number buttons 5-0 will display a message of different types. You must have pressed 7. :wink:
Right, it's really close to F8 :wink:
I don't think this is a bug, I think the message you received was trying to tell you that there are no fish left. The same message is sent for both "No water found" and "Water found but there are no fish in it". However SR3 changed the message in one of the betas to say it is too far away from the water, rather than just something "Fisherman cannot catch more fish". These might have been the text files included in the demo. We could have two separate messages if people think that would be better.
The messages seem to be working correctly for me, please correct me if I'm wrong and this isn't the problem.
It shows "hut is too far away from water" on included mission 7 TSK for me.
Please give me more information. In what way don't they work? Which buttons? (all of them or just some?) Any specific circumstances that cause it? Remember that troop behaviour might be different to KaM, sometimes unintentionally. Also the troop interface was one of the last things implemented before the demo, so it hasn't been as rigorously tested as the other features.
It sometimes happens to all of the buttons after doing something with a message (e.g. deleting).

Oh and I had the same bug as TRB (in the same mission), the message shows the coordinates of the lake in the middle of the map.
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Lewin

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Post 15 Feb 2010, 10:02

Ok, it is not after a soldier dies. I was simply moving my horses around, exploring. Apart from that, I was also building a school to the right of my warehouse. I'm not certain if that could have been the cause of the bug. I will send you an email with the log and sav file.
This bug is now fixed! It was caused by the fish in the pond interacting incorrectly. Thanks very much for your report and save file!
It shows "hut is too far away from water" on included mission 7 TSK for me.
Yeah, the message should say something like "The fisherman has caught all of the fish." It appeared after a while right, when he'd caught the fish? (i.e. not at the beginning)
It sometimes happens to all of the buttons after doing something with a message (e.g. deleting).
I'm still not able to reproduce this one. Let me know if you have more information, like specific steps that will make it happen.
Oh and I had the same bug as TRB (in the same mission), the message shows the coordinates of the lake in the middle of the map.
Yes, it happened often in that map because the lake is small so the fish have to interact a lot. But it's fixed now. :)

Please keep the bug reports coming everyone, we really appreciate it!
Lewin.
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Lewin

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Post 15 Feb 2010, 13:00

The bug with stonemasons becoming stuck has been fixed. The trouble was that the tile they were standing on would sometimes become unwalkable after the height changes. So now it checks and if this happens then it also flattens the tile the stonemason is standing on making it walkable again. No more stuck stone masons and the change this makes to the elevation of the hill isn't noticeable because it happens rarely.

@Kuba: Regarding your issue with the rectangle around the cursor: Does it only happen when over the game area? Like if you press F11 then move the mouse so it is on the debugging controls, does it still happen when over them? We are having trouble working out what is causing this.
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kuba11100

Sword Fighter

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Location: Poland

Post 15 Feb 2010, 14:40

It happens every time when the cursor is KaM-like (also above debugging panel and statusbar). Over the menu bar it comes back to the one set in Windows, and there's no problem.

Fish bug: It says the same when the hut is too far form water and there's no fish, just a while after the fisherman entered it.

About the not reacting buttons, the bug is really rare. Last time I just deleted the message using the Del button on keyboard, and the buttons stopped responding - it was necessary to re-select the troop to make them work. I don't know, maybe it's related to something else.
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TRB

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Post 15 Feb 2010, 16:03

I have noticed some more bugs. This time I played the TestMission map, with the functional village.

I had a message saying that the fishermans hut was too far away from water, but it is right next to it. It could be that there was no fish in the water to start with, but the message is definitely not correct in this case.

I had a similar message regarding the paths, but this time it was a serf causing the crash. "Unit Serf unable to walk a route from (89;95) to (101;95) during task Delivering since the route is unbuilt". I will send you the log and sav files for this bug.


Apart from this, I noticed a few more things and I am not sure if they were intended or if they are bugs, please clarify:

When the Farmers seed, it takes quite some time before the seeds appear. It shows up after about two more seedings by the Farmer. Also if the corn is fullgrown, the Farmers somehow wait about a minute until they start harvesting. I also noticed that the corn is no longer growing in straight lines sweeping across the map from top to bottom, which was the case in the original KaM, but I think this is your intention.

When a Laborer is digging a building site, the ground already levels just before he starts digging. Furthermore, when he is done digging the whole building, the laborer first has to walk back to the entry of the building before the resources are brought to the building. In the original KaM the laborer would simply stand still, when he was done, which seems more efficient to me.

Also when a Laborer is building a road(after receving the stone) he is standing still for a second when he is finished, with the hammer in his hand. In the original KaM, the laborer would return to his normal state(with the shovel) right after the final road appears.

Serfs that bring resources to buildings sites, must stand in front of the entry of the building, to drop their resources. In the original KaM, they could drop their resources diagonally towards the entry, which can decrease building time and speed up delivery.
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Lewin

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Post 16 Feb 2010, 08:46

I had a message saying that the fishermans hut was too far away from water, but it is right next to it. It could be that there was no fish in the water to start with, but the message is definitely not correct in this case.
The text in the message is WRONG! When that message appears it means either:
1: The hut is too far away from the water
2: There are no fish left in the water
There will be two separate messages or one combine message in the next release, so it isn't confusing.

I had a similar message regarding the paths, but this time it was a serf causing the crash. "Unit Serf unable to walk a route from (89;95) to (101;95) during task Delivering since the route is unbuilt". I will send you the log and sav files for this bug.
Thanks for the files, however I was unable to trace this bug. Next time something like this happens please also send the autosave (save10.sav) as that makes it easier.
However, in newer versions it didn't seem to be happening any more, (in the demo version it continued to happen for a few more times) so it probably has been fixed by one of the other things that have been changed since the demo.

When the Farmers seed, it takes quite some time before the seeds appear. It shows up after about two more seedings by the Farmer. Also if the corn is fullgrown, the Farmers somehow wait about a minute until they start harvesting.
These have now been fixed. Seeds appear instantly and as soon as corn turns bright yellow it can be cut.
I also noticed that the corn is no longer growing in straight lines sweeping across the map from top to bottom, which was the case in the original KaM, but I think this is your intention.
What do you mean? What is the straight line? The tiles of the field or the corn plant growing in the field? I don't understand. Can you make a screenshot comparison?
When a Laborer is digging a building site, the ground already levels just before he starts digging. Furthermore, when he is done digging the whole building, the laborer first has to walk back to the entry of the building before the resources are brought to the building. In the original KaM the laborer would simply stand still, when he was done, which seems more efficient to me.

Also when a Laborer is building a road(after receving the stone) he is standing still for a second when he is finished, with the hammer in his hand. In the original KaM, the laborer would return to his normal state(with the shovel) right after the final road appears.

Serfs that bring resources to buildings sites, must stand in front of the entry of the building, to drop their resources. In the original KaM, they could drop their resources diagonally towards the entry, which can decrease building time and speed up delivery.
I fixed all these too, thanks very much!
Lewin.
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TRB

Farmer

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Post 16 Feb 2010, 10:45

Ok nice work! I'm glad I can help out a bit on this project. I really think you are doing a great job recreating and improving the original KaM :D.
On your question:
What do you mean? What is the straight line? The tiles of the field or the corn plant growing in the field? I don't understand. Can you make a screenshot comparison?
You won't be able to see the difference on a screenshot, you would need a movie file. I will see what I can do to clarify it :wink:.
But this is not a big problem or a bug, so don't worry about it 8) .
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Krom

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Post 16 Feb 2010, 13:26

@TRB: You mean that corn animation was moving up-down?
I think I know what you are talking about, but please tell us how should it be done?
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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