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KaM Remake -> Multiplayer Demo out!

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Xmasjos

Farmer

Posts: 21

Joined: 29 Dec 2009, 23:00

Location: Netherlands

Post 08 Sep 2010, 22:53

KM_TGATexture l.189:
the uncompress-function causes the crash with the Tiles1.tga. The other textures are loaded properly.

I begin to wonder if this makes sense anymore.
I had to deactivate the whole music module and do several smaller changes. And now it seems I would have to replace the zlib-functions as well, without guarantee that this is the end of the story.

But I surely won't pay several hundreds of euros for that over-expensive IDE. Isn't there a gratis version around for personal use or something?
I found a version of zlib for Lazarus: http://sourceforge.net/projects/lazarus-ccr/files/ZlibAr/

Try it. It worked with me.
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Krom

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Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 09 Sep 2010, 07:59

I've updated KaM Remake in r1016 to be compilable with Lazarus. Had to remove zLib support though, it compiled fine on older Lazarus, but now it raises an exception. So with that quickfix you can compile in Lazarus and have a playable game for experiments :)

To summ up Lazarus version issues (and possible solutions):
- no zLib support to unpack Tiles textures (use anothe zLib library or use unpacked TGAs);
- no mp3 music (we are planning to switch to another mp3 playback library);
- no screenshots in JPG format (not that important at all);
- Lazarus keeps on corrupting KaM_Remake.res file, don't commit it if it changes.
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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Siegfried

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Posts: 494

Joined: 24 Jul 2009, 22:00

Post 09 Sep 2010, 11:51

In the meantime I re-migrated to the latest lazarus nightly and fpc2.4.3.
I checked out rev1017 and compiled without any problems.

But the textures do not seem to work:
Image

I thenreplaced the compressed file with the uncompressed on -> the same problem like in the screenshot.

Then I thought I recompress the uncompressed tiles with a recent algorithm, but the same.

I have the feeling that this texture doesn't like me :wink:

I'll try xmasjos' lib next.
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Krom

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Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 09 Sep 2010, 18:45

Uncompressed textures should work just fine. Don't focus on other ways, you'll just waste more time trying to make zlib work :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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Siegfried

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Joined: 24 Jul 2009, 22:00

Post 10 Sep 2010, 08:35

What program do you use to manipulate the tgas? Because I noticed severe differences. For example gimp saves those tgas at 1/4 of the size compared to paint.net, but with the gimp-saved tgas, the program crashes on loading because of "reading past end of file", whereas the paint.net as well as the original file just don't load (without errors) giving me the white textures above.

tgas are known to be a simple file format, so I'm very confused to have problems at that point.
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Krom

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Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 10 Sep 2010, 09:12

Original TGAs have 2 main formats:
- uncompressed
- compressed
each of these can have 24bit or 32bit color values (later includes alpha mask)

I suspect gimp uses 24bit compressed.

In Kam Remake we use 32bit uncompressed TGAs which are optionally packed with zlib (you can also see ..\Utils\TileResampler\ for details).
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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Foundation

Peasant

Posts: 4

Joined: 22 May 2009, 22:00

Post 14 Sep 2010, 21:03

Yay documentation soon! :D

Foundation
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Krom

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Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 15 Sep 2010, 06:35

Docs-docs!

In fact it would be nice to have some sort of Wiki for KaM Remake. Does anyone knows how to setup and maintain it?

I've tested Code2Doc for automated code documentation and it looked rather good in a single CHM file. But it can document only code, i.e. I can't add images or schemes nor write custom sections covering additional aspects of Remake.
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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Lithuanian guy

Post 24 Sep 2010, 08:32

well done

guys well done . i hope to play this game really soon . maybe until next summer we will have playeble multiplayer version ? :?:
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Krom

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Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 24 Sep 2010, 12:50

I'm working on cleaning up the code and refactoring tasks/actions handling - should become simpler and less buggy. Added simple replay controls (restart/pause/exit). Nailed few more bugs from submitted reports.

The guy who offered to help with writing multiplayer lobby disappeared 1,5 months ago. So I guess it's no progress.

I think we can release new EXE release in few weeks.
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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Siegfried

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Knight

Posts: 494

Joined: 24 Jul 2009, 22:00

Post 24 Sep 2010, 15:35

Well, I encountered a new bug today with the most recent rev: when moving the scouts in the battle tutorial, only 4 of the 6 were actually moving. 2 were completely stuck, even on further move commands.

I did not do any progress in understanding the game yet, but I'm still in planning the howto-compile.
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Krom

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Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 24 Sep 2010, 16:55

I'm still working on tasks/actions refactoring - didn't had a chance to run any complex tests. Can you supply more details on this bug, maybe replay files?

P.S. When you refer to "most recent rev" please specify exact version, like "r1042".

P.P.S. How's it going with the "how-to" ? Do you need any assistance?


EDIT: Thaks for the hint, I reproduced the bug - it happens when troops are ordered to go to location with given direction, then they freeze. I will see whats wrong and try to fix it :)
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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Lithuanian guy

Post 26 Sep 2010, 11:37

well , you probably knows this yourself but in this new version i downloaded got eror {access violation at address 004ABC22 IN MODULE 'KAM_REMAKE.EXE'. READ OF ADDRESS 00000584} when mesing in the setings ( was changing language )

something like that always hapens after some time in all of KaM_vesions i have downloaded while playing .

are you fixing this now ?

btw , strangly when i open game , music doesnt play, i have to go to setings change sound loudnes for it to start playing
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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 30 Sep 2010, 06:42

Frozen troops bugs is fixed (was caused by Actions not being freed properly). As well fixed another bug when placing groups in Map Editor mode if any units were off-map.
Fixed controls behaviour, now it's even closer to Win controls and much more optimal written :)

@Lithuanian Guy: I tried messing up with settings but could not reproduce the bug. Can you try to reproduce the steps to 100% recreate this bug?

Today I saw a number of news on Russian websites about another Open project - OpenRA. It's a remake of classic RedAlert RTS. Might be interesting to see :)
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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Lithuanian guy

Post 30 Sep 2010, 14:21

Krom

looks like you just need to go to option>language{slovak} and it gets error .

other thing - music doesnt start playing automaticly - need to press volum.

and lots of other erros but cant name it straigt - some with unit walking , other with {acces volation} erros - usually i get some after playing KAM for 5 or 10 minutes

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