
KaM Remake -> Multiplayer Demo out!

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

Due to the success of this idea I have created a thread specifically for discussing the weekly matches:
http://www.atfreeforum.com/knights/viewtopic.php?p=8808
Please use this for all discussions related to those matches, and use this thread for general KaM Remake discussions/announcements.
Is there a shortcut to switch between fullscreen and windowed mode?

It was really nice, even if the map had too much ressources in the storehouse at the beginning making a lot of buildings useless...
If anyone wants to make or edit one of the original missions to be included in the Remake, please send them to me: lewinjh@gmail.com. (it uses exactly the same format as original KaM missions/maps, so you can use my mission editor) If these matches keep happening then we'll need more maps to play them on! If someone else does this is gives me more time to write the master server code

We played successfully for almost 2 hours. Then both my opponents (The_French? and Shadaoe) had been disconnected for some reason (or so it seemed for me at least...).
Thanks everyone who played, I'm really happy that it worked so well

Thanks also to Siegfried for the idea, and for suggesting we use TCP rather than UDP back in April, thanks to that decision we already have multiplayer working online!
Lewin.
www.xzaz.nl/KaM_Server_724785880.log
We was playing few hours and i must say that tower shoot much better then in original KaM. In orig. KaM there was chance to miss/dodge with scout or with running militia or with other fast units, in this Remake i didnt manage to do so.
Second note is disconecting, game disconected somebody twice today (1 game lasting approximately 3-4 hours) and once yesterday. This is quite unpleasant, because we have to distribute right save/autosave to everybody and it takes a lot of time

And the last note, when some ingame message come, it would be nice to right click on it to delete it without reading. For example I have 5-10 messages because I was AFK and then I want to delete them without reading...
But still, Great job, thumbs up


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
Lewin, i got the server log from yesterday, maybe their is some information you found interesting.

A feature that would be nice to have on the master server is to be able to see how many games are currently being played.
http://lewin.hodgman.id.au/temp/multiplayer.gif
Notice the list of servers loaded from the master server (those are real servers I created to test, although the state/players/ping is fake at the moment) Also the announcement message at the top is loaded from the master server, so it can be changed easily. I can also set different messages for each language, and the message will tell you when you need to update your version. (it won't let you use the master server unless you have the latest version, in case we change the protocol) I plan to add a list of players in the selected server to the "SERVER DETAIL" panel on the right. Each room in a server will be shown as a new item in the server list, with the last item always being "create new room". e.g. the list might be:
Lewin's Server #1 Players: 0
xzaz's Server #1 Players: 4
xzaz's Server #2 Players: 2
xzaz's Server #3 Players: 0
Any suggestions will be welcomed

@Jolinar_CZ:
I'll make towers miss sometimes, thanks.
Yes sorry about the disconnecting. We will add connection resuming eventually but there is a fairly big list of multiplayer tasks to do already, so it probably won't make it into the next demo. Hopefully the one after! Note that the autosave should be created at the same time on everyone's computer, (assuming they have autosave turned on) so as long as you all exit the game as soon as a player disconnects everyone should have the autosave file already. It won't let you load it if they don't match, so give it a try next time. Just a tip.
We plan to eventually change the message system so it is more usable, and you do not end up with 500 "house not occupied"/"troops hungry" messages if you walk away for half an hour

Thanks for your input everyone, it makes me even more motivated to keep programming

Lewin.
Laborer priority
Do they chose road above buildings?
And how about farmland/vineyard?

King Karolus Servant
Posts: 2154
Joined: 29 Aug 2007, 22:00
KaM Skill Level: Veteran
Location: In his dark thunderstormy castle

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
I just notices while playing, their are 256 (tiny int?) horses in my Barracks. Was that always the max?
Just tried to install the new version of KaM Remake but I failed miserably. As soon as I attempt to start the game, it crashes and kindly provides me with a range check error.
http://krom.reveur.de/KAM_Remake/KaM_Remake_Multiplayer_Demo_20110613.rar
Extract that to a directory by itself. Then install r2087 on top of it.
I know this is a stupid and difficult system (many people have had this problem) so future versions will be done in a more intelligent way. (starting from the next demo, probably in a few weeks) For each demo there will be one EXE to do a complete install, (~50MB) and one EXE to update from previous versions, (~2MB) and a ZIP file with only the dedicated server executables to make updating easier for server admins. You won't be able to install the update unless you have a compatible previous version installed. And of course neither installer will work unless you have KaM installed, in order to make our game a "mod" that will not be seen as a threat by the owners of KaM. We feel this is necessary now that we have a playable game which can now be seen as a threat, we do not want to be asked to stop because we are distributing their game for free.
So sorry for the current inconvenience, I hope this fixes your problem!
Lewin.
Edit: Only just saw your edit. Don't be sorry, our system is currently quite confusing, not your fault.

King Karolus Servant
Posts: 2154
Joined: 29 Aug 2007, 22:00
KaM Skill Level: Veteran
Location: In his dark thunderstormy castle
Anyway, it looks and works great! Well done!
I have a few suggestions though. Just some small details which you probably already know and/or are just not important enough to deal with right now, but I'll mention them anyway:
- When using F8, the game doesn't run very smooth. It looks like you're jumping through time rather than speeding it up a little.
- The Dutch translation is not all that accurate, but something that should certainly be changed is 'jouwen IP-adres', which should be 'jouw IP-adres' (or 'uw', which is more polite, but I don't think that's really necessairy).
- Forgot the other things, I should really write them down or go to bed.

By the way, how is the AI progressing? Is it worth testing it?
Oh and I'm working on a multiplayer map. Hope it will turn out nicely so it can be included in to KaM Remake if you like.

Okay my bed is now talking to me and I can't resist it's lovely voice. See you later!
Edit: When I lured some enemy troops into my town to kill them with my archers, my archers also damaged my own buildings. In the original game archers can kill your people when they are attacking buildings, but not vice versa.


King Karolus Servant
Posts: 2154
Joined: 29 Aug 2007, 22:00
KaM Skill Level: Veteran
Location: In his dark thunderstormy castle
Return to “Feedback / Discussion”
Who is online
Users browsing this forum: No registered users and 3 guests