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KaM Remake -> Multiplayer Demo out!

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xzaz

Barbarian

Posts: 105

Joined: 28 Jul 2009, 22:00

Post 19 Jun 2011, 18:52

New things i noticed, they are more functional 'requirements':
- Can't copy IP into IP field / IP field to short / IP resets when you are not able to connect.
- Are their any plans for something like a dedicated server?
- Crabs are stuck between roads building on them is buggy

btw: I created a server, you can test it by typing the following url into the IP Address:
www.avatune.nl
DNS should do his trick. Ported etc are forwarded.

#edit:
@below, saw your message, good to see that it is working, please add on xfire: xzaz2
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krisdw

Pikeman

Posts: 158

Joined: 22 Feb 2010, 23:00

KaM Skill Level: Average

Location: Belgium

Post 19 Jun 2011, 20:40


btw: I created a server, you can test it by typing the following url into the IP Address:
www.avatune.nl
DNS should do his trick. Ported etc are forwarded.
I could join :) wanna play tomorrow evening or something?
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jakos2

Post 20 Jun 2011, 09:09

multibug

I found this forum 2 days ago and me and my brother were happy because we would like to play kam over lan but we cuoldn't do it because we have windows 7 on our computer. So we decided to try out the remake multiplayer beta but a bug happened.
A few times it crashed but once we could play for long and my brother decided to attack me. When he reached my town he saw that we have the same colour (we changed it before the match) and i dont have any peasant except for the ones that i had at the start. He saw my buildings but just fence. Like it was digged up but nothing else.
It was the OC map i just changed some thing with the map editor, because we wanted to play with one storage at the start and some worker.[/img]
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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 20 Jun 2011, 17:39

@krisdw: Thanks for report. Do you have the savegame and a replay file with the bug? If yes - please send it to our emails, we'll reproduce the bug and fix it (see readme for instructions and addresses)

@xzaz: Thanks for report, I've added your bugreports to our todo list, they should be easy to fix! :)
It it possible to make a dedicated server (in fact KaM Remake creates one on host and communicates to it only through tcp packets). I think it could be made a stand-alone application after we sort out major LAN issues.

@jakos2: Thanks for report, we will look into it. Do you have a savegame by any chance?
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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jakos2

Post 20 Jun 2011, 18:39

multibug

Yes i have the savegame but its some minutes before we found each other. (dont know if it is matter)
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andreybeats

Post 21 Jun 2011, 20:18

Hey, i was playing the remake, awesome job, but is there a possibility to add AI into Lan or multiplayer games.
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myserycrash

Post 28 Jun 2011, 18:38

Hi there

Some really nice work you doing here! I loved this Game as a Kid an always wanted to play it again :wink:. But I have a problem with the game. It crashes a lot. The Error is always the same:

An error has occured during gameplay. SERF ON UNWALKABLE TILE AT (xxx;xx) PASS CANWALK

Is there a chance to get rid of this?
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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 Jun 2011, 04:40

Hey, i was playing the remake, awesome job, but is there a possibility to add AI into Lan or multiplayer games.
Yes that is a planned feature for the future. I always thought co-op multiplayer in KaM would be awesome :D
An error has occured during gameplay. SERF ON UNWALKABLE TILE AT (xxx;xx) PASS CANWALK

Is there a chance to get rid of this?
Yes we should be able to fix bugs like that, but we need bug reports. Can you please send us the files instructed in the error message? (should be three files save99.rpl/sav/bas under the folder Saves) For these files to save you should click "No" to the error dialogue that asks whether you want to continue playing, then send the files by email to lewinjh@gmail.com. (I'll send a copy to Krom too) Please also include the version number (shown up the top in the main menu) and a description of what you were doing when the error occurred, (or anything else that might be helpful) plus the coordinates given in the error message. (xx;xx)
This would be really helpful and allow us to fix these bugs. Without bug reports they are very hard to fix. Thanks :)
Lewin.
P.S. We've already fixed some of the other bugs reported here, thanks for your help guys.
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xzaz

Barbarian

Posts: 105

Joined: 28 Jul 2009, 22:00

Post 30 Jun 2011, 15:26

@Krom or Lewin,
Do you prefer the issues we find here on this forum or on http://code.google.com/p/castlesand/issues/list ?
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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 02 Jul 2011, 03:39

@Krom or Lewin,
Do you prefer the issues we find here on this forum or on http://code.google.com/p/castlesand/issues/list ?
We don't really mind all that much. If you are submitting crash reports please email the following files to lewinjh@gmail.com:
- Saves\save99.bas-rpl-sav (3 files with each extension bas sav rpl. This is the replay of the crash)
- Saves\save10.sav - save15.sav (6 files, these are autosaves from the past 6 minutes)
- A screenshot or the text from the error message
- A description of what caused the crash

If you are making suggestions or ideas then the Google Code issues interface is good, because they won't be forgotten and allow us to discuss them.

If you are giving general feedback or reporting general issues (not specific crash reports) then the forum is good.

But as I said we don't really mind. Which ever method you use, we will get your message and handle it.

New update:
Over the past few days I've been fixing bugs sent to me. So far I have fixed quite a few include some major crashes. I've also discovered one of the causes of "unit on unwalkable tile" crashes, and once I've discussed it with Krom we will fix it. We will release another EXE-only update once a few more of these bugs have been fixed.
Thanks heaps for your support and assistance everyone.
Lewin.
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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 08 Jul 2011, 18:26

New Demo!!

Hi everyone!
I have just uploaded a new EXE demo r1902 to the project website:
http://code.google.com/p/castlesand/downloads/list

As it is an EXE release you will need to install it over the 1st multiplayer demo, which can be downloaded here:
http://krom.reveur.de/KAM_Remake/KaM_Remake_Multiplayer_Demo_20110613.rar

This is mainly a bug fix release, we fixed a massive number of them. Most notable ones: (most frequently reported)
  Code:
 + All known cases of "Unit on unwalkable tile" errors  + Animals becoming stuck or crashing the game when you build on them  + Workers (laborers) stepping off the road/field they are building, then hammering the ground at a different location to complete it  + Crashes that occur after destroying a school  + Scrolling did not work properly with more than 1 monitor  + Copy and paste did not work on edit fields (especially annoying for IP)[/quote] We also added some nice new features: [code] + Crashes are now handled much better, and create a timestamped ZIP file with EVERYTHING we need inside it. So you can just email the ZIP file to us and we will have all of the logs, autosaves and replays that we require, we don't even need to be told what the error message was. Instructions are given when a crash occurs. This should make bug reporting much easier for us and you.  + Dedicated server for multiplayer! Only for Windows at the moment, but I tested and it seems to run fine on Linux using Wine.  + Ping (response time in milliseconds for each player) is measured and shown in the multiplayer lobby.  + Archers compensate for moving targets, they will now shoot at where the unit will be when the arrow arrives. At the moment there is no friendly fire, so your own archers will not hit your own troops/buildings.[/quote] The most significant bugs yet to be fixed are: [code] - Multiplayer has a fixed delay of 3.2 seconds between a command being issued and it being carried out. This should be adjusted based on ping. (should be unnoticeable delay on LAN games)  - Multiplayer becomes out of sync, with different events occurring on each player's screen  - Replay mismatches caused by an unknown bug  - Because KaM uses unusual character sets, special letters from LIBX files are shown incorrectly. (e.g. the German ? shows as Ü because of Unicode conversion issues)[/quote] A complete changelog can be found in the download. We would like feedback on the new archer targeting system. This is a bit different to KaM so let us know whether you like it, and if we need to tweak the balance at all. Also let us know whether you think archers should have friendly fire or not. We'd love to hear your opinions on these matters. As for the dedicated server, this should make it easier for you to run online games. If you forward the port 56789 to a computer running the dedicated server, then people from over the internet (and local LAN) can join it. Of course you could also host from within the game, but with a dedicated server you can leave it running all the time. Eventually we'll add a master server list system so you can download a list of running servers and join them. Note that you can connect to a dedicated server running on the same computer you play on, and you can also run multiple copies of KaM on the one computer, and have them all connected to a server. Please send us crash reports, our contact details are in the Readme file as well as the splash screen. All you need to do is find the ZIP file in the folder "Crash Reports" and send that in an email. I look forward to your feedback :) Lewin.
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Jolinar_CZ

Laborer

Posts: 10

Joined: 10 Jul 2011, 22:00

Post 11 Jul 2011, 20:51

Hello guys,
I found this KaM Remake few days ago and I have to say: GOOD WORK :D

But when I was playing it with my brother error happend. We was playing modified map Sandbox (using Krom and Lewin editors), so there is chance i was modified it wrong, well I dont know.
There leteckaposta.cz/680200488 u can download Crash report. Hope it will help, but if not, dont bother with me :)


And one more thing, if u want i can translate KaM to Czech (Slovak is altready in game, so it is not so important, but it is a little different language).


Jolinar_CZ
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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 12 Jul 2011, 02:46

Hi,
Thanks for your bug report :) I checked your crash file and I think it was caused by multiplayer going out of sync. This happens in almost every multiplayer game in r1902 and sooner or later causes a crash.

But I have good new :) Yesterday I fixed the out of sync bug :D I played a multiplayer game for 1.5 hours with no issues at all, everything stayed perfectly in sync. I even tested it over the internet with my girlfriend (who lives in the same city as me) It still worked perfectly for about an hour of gameplay. I'm very excited by this. This is a massive improvement so I'll release a new demo in a few weeks once I've finished a few other things. I want to work on having a dynmaic delay so it is not fixed at 3.2 seconds, and automatically adjusts to your linkspeed.

In other news, I added team selection to the multiplayer lobby and fixed about 10 bugs reported by our diligent play testers :)

To people who want to create translations: We would love to have more translations and will include them in future versions. I have created an instruction file for translators here:
http://castlesand.googlecode.com/svn/trunk/Docs/Instructions%20for%20Translators.txt
Download that file and follow the instructions. If you need any help please contact us.

Thanks for all your support guys.
Lewin.
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Jolinar_CZ

Laborer

Posts: 10

Joined: 10 Jul 2011, 22:00

Post 12 Jul 2011, 19:01

Nice ilustration file. These days i am quite busy, but in two weeks i'll start translate from english (with little help of slovak :) ) to czech. I am sure my brother will help me (even he doesnt know yet :evil: ).
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Siegfried

User avatar

Knight

Posts: 494

Joined: 24 Jul 2009, 22:00

Post 13 Jul 2011, 07:48

I was able to finish a few matches without one crash. Very nice work, guys! So I don't have any crash report.

But I noticed some little deviances from the original:
- the AI only attacks fully built houses. If a house still is in the building process or even only marked, it is spared
- as far as I noticed in the original sometimes grapes disappeared if troopes marched through the vineyard which I found quite funny (and realistic). This feature is missing
- AI attacks seem to be quite CPU-consuming. Despite a good CPU (i5) there are some noticeable lags.
- there is still a scrolling problem (Dual Monitor, game in a window) if you press one of the arrow keys during a message appears, for example the win/lost-screen

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