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PostPosted: 17 Apr 2009, 21:25
by FallenLeader
ok, sounds good.
its not that its boring but some people "me" are not very good and would like to pass missions that we end up stuck on for months.
PostPosted: 24 Apr 2009, 23:28
by harold
Hey Krom (and Lewin). I was wondering, how do you calculate the correct frames for the units when they walk? It seems that there are 8 frames in the animation, but there are 11 frames per tile that a normal-speed unit walks, and yet they end up on the same index every time they stop at their destination. How is this possible? How did you solve this?
PostPosted: 25 Apr 2009, 07:28
by Krom
Well, we just add to AnimationStep each frame and when render MOD it by animation steps count.
RenderFrame:=AnimationStep MOD AnimationStepsCount;
PostPosted: 25 Apr 2009, 14:26
by harold
That works? Wouldn't that make it stop at different frames?
PostPosted: 25 Apr 2009, 15:54
by Krom
It does, but that's hardly noticable anyway. When unit stops it just swaps AnimationStep with StayStillStep (which is frame on which unit looks standing still ok)
PostPosted: 25 Apr 2009, 22:07
by JBSnorro
May I ask how you defined that StayStillStep? If it is a constant, may I know its value? Because I can't find a value for which standing units in all directions are shown corrently.
PostPosted: 26 Apr 2009, 08:46
by Krom
So far it's more or less guessing. Most of the units look ok at default Step=1, but e.g. with Serfs I had to make a patch and same goes for laborers. Especially tricky is laborers work phases, e.g. that house building progress should increase on the frame where laborers hammere meets the site.
We have no working solution yet. More like quick patches and fixes at places where wrongness is abviously seen. AFAIK KaM has no StayStill or alike data in DAT files. If you find one that would be apreciated

PostPosted: 17 Jun 2009, 21:57
by Krom
Work on Remake continues. I've finally passed my exams and now I have a bit more time to prepare promised demo release..
Still struggling with unit-interaction thing, I don't think I can make it work good enough to include into demo yet :oops:
EDIT: Typos..
PostPosted: 18 Jun 2009, 10:44
by Necrathex
I would be thrilled to see a demo of kam-remake, however crude

PostPosted: 23 Jun 2009, 08:53
by Krom
It's not crude at all, just has some bugs we are hoping to get fixed

PostPosted: 23 Jun 2009, 16:25
by Nick
remakes are the only hope now since the source will never be released

And since i found a way to run windows apps directly on osx, I'm back
u got any date information? like in 1 week, 2 months...
PostPosted: 23 Jun 2009, 17:29
by Krom
I guess couple of weeks of work will be enough, that means upto a month in real-life circumstances.. Anyway, thats the scale of numbers
PostPosted: 28 Jun 2009, 07:38
by Krom
How do you like this new statistics screen?
http://krom.reveur.de/Temp/kam_remake_statistics_page.png
We tried to keep old KaM idea - corresponding houses and units in one row and to include all houses and units, so they fit in default size area.
Some constructive critics are welcome
P.S. Houses replaced with question marks are those that can't be built yet.
PostPosted: 28 Jun 2009, 11:53
by Litude
Well it looks a bit cramped but I don't see any other way to do it if you want to keep the associations.
PostPosted: 28 Jun 2009, 17:01
by Nick
erm well i cant rly say a constructive critic as i dont know exactly why i dont like it...
Maybe because its a bit chaotic at first glance or that i'm not used to it :S
Maybe try to fill the free space on the bottom?