Page 2 of 7

Re: Release candidate

PostPosted: 07 Jul 2014, 10:20
by andreus
On TSK 01, when clicking a troop of militia it shows serf information. Doesn't happen all the time. I can't see a pattern here, looks like it happens randomly. Just try clicking militia troop for some time. Especially that one on right from the castle at mission start. Got this bug on Invasion as well, with Axe Fighters. It seemed to happen more often on Invasion...
yeah I had the same problem...

Re: Release candidate

PostPosted: 07 Jul 2014, 10:25
by Lewin
There's unplayable map in SP menu, Land of the Quick River.
That was added by mistake, it will be deleted.
Script in Tournament is behaving in a weird way.
When player is alone, all 3 places to fight are visible from start, troops available as well. With 4 AI selected, there're only 2 places visible. Maybe it's just script that needs fixing...
I reported that to TRB, hopefully he can fix it.
I guess that AI in SP was not changed yet, since on many maps it doesn't work how it suppose (e.g. on Race Against the Clock AI is not moving at all).
SP AI should be working fine. The attacks in Race Against the Clock don't start for a few minutes, which makes more sense when you have the messages and story so I added those.
When starting TSK Campaign - Mission 1 is mission 8. Happened to me only once, I don't know how to reproduce this bug...

On TSK 01, when clicking a troop of militia it shows serf information. Doesn't happen all the time. I can't see a pattern here, looks like it happens randomly. Just try clicking militia troop for some time. Especially that one on right from the castle at mission start. Got this bug on Invasion as well, with Axe Fighters. It seemed to happen more often on Invasion...

It seems like not all death sounds for soldiers are played... Compare first battle of TSK01 in r5503 and RC1.

SFX volume in settings seems not working for soldiers' voices. Volume is always the same for their voices, while battle sounds are quiter/louder. Same goes for clicking sound in menu, it's not affected by SFX slider, while in r5503 it was. Only at "0" the sounds are not heard at all.

EDIT: When Sorting maps in SP by e.g title, selected map losts it's description under a name on list (like "Invasion Special fighting map by Skypper").
I fixed all of these, thank you! :) So many bugs... this is why we make release candidates :P

Re: Release candidate

PostPosted: 07 Jul 2014, 11:01
by Michalpl
If some one wants to play Land of Quick river here is fixed version
https://www.sendspace.com/file/93r69d

Re: Release candidate

PostPosted: 07 Jul 2014, 12:14
by pawel95
Tiank, can you describe your tsk08 bug for me? :D

Like, have you used maybe the "Load map" function in the remake (via F11 for example, even when tsk08 wasn´t playable for you, watching the minimap) and have you installed a complete new version, or have you just overwriten the old files from an older KaM Remake Version.
I am just wondering if it has sth to do with your last opened map :D

Hahaha, ok i just read on castlesand that you were able to click on blocked missions also and yeah it works :mrgreen:


About Singleplayer: I haven´t time to test some more missions/the AI. However I just tested Race against the clock and it seems fine. It´s a "hard" mission in my opinion, but the enemy is attacking normaly in 2-3 waves. HOWEVER maybe you mean your ally? I am not sure if that´s a bug from TDL´s site :P or it´s made this way on purpose: Your blue ally is only coming to help, when his own school is under attack (So the game is nearly over for you), but it´s for sure not the faut of the new Remake, because I played this mission also one time in r5xxx and it worked like the same way :lol:

Speaking about the sound: Am I right that the chat sound/leaving player sound and the beacon sound is (or was at least in earlier version) every time same loud also? So the soundsettings haven´t changed the volumne of the new sounds? Is that fixed now, or was it implement already or will it be implented soon? :mrgreen:

Re: Release candidate

PostPosted: 07 Jul 2014, 14:42
by dargonslayer
The selection bug happened to me to, I selected a archer, but a serf or a stone mason was selected.

The bug where you select a campaigne mission happend to me to. Although, with me it was mission 5 that was mission 12.

Re: Release candidate

PostPosted: 07 Jul 2014, 16:41
by andreus
The same bug as with stonemason happens with gold mines:

Image
Image
Image
Image

AI builds new mines, destroys them and then builds again ;D

Re: Release candidate

PostPosted: 07 Jul 2014, 17:58
by vovets1
Because it is perfectionist. It desides that the last gold mine wasnt ideal =D

Re: Release candidate

PostPosted: 07 Jul 2014, 19:17
by Michalpl
The same bug as with stonemason happens with gold mines:

Image
Image
Image
Image

AI builds new mines, destroys them and then builds again ;D
it happens with iron too why because AI don't know how far can gold mine mine gold.

Re: Release candidate

PostPosted: 07 Jul 2014, 21:58
by sado1
Frozen Waters is in old version. Was it my fault or did you take it from some other place than the mappack, Lewin? The mappack also included updates for existing maps in the "stay" folder, so I guess you were supposed to use all the content of it (I copied over the maps either from the Remake 5503 or the forums if a newer version existed).

Also, there's a problem with volume sliders, which work only as an on/off switch (any value over 0 is treated as maximum). I think it worked for a while, or maybe when you set it in the game again, but I am not sure.

Re: Release candidate

PostPosted: 08 Jul 2014, 01:33
by Lewin
I added a list of fixed bugs to the first post, they don't need reporting again.
The same bug as with stonemason happens with gold mines:
AI builds new mines, destroys them and then builds again ;D
I'll look into that thanks :) Shouldn't be hard to fix.
Frozen Waters is in old version. Was it my fault or did you take it from some other place than the mappack, Lewin? The mappack also included updates for existing maps in the "stay" folder, so I guess you were supposed to use all the content of it (I copied over the maps either from the Remake 5503 or the forums if a newer version existed).
I just checked, the RC version is the one from the stay folder in the "almost final" map pack you told me to download (plus AI changes). Where should I get the new one?
Also, there's a problem with volume sliders, which work only as an on/off switch (any value over 0 is treated as maximum). I think it worked for a while, or maybe when you set it in the game again, but I am not sure.
Speaking about the sound: Am I right that the chat sound/leaving player sound and the beacon sound is (or was at least in earlier version) every time same loud also? So the soundsettings haven´t changed the volumne of the new sounds? Is that fixed now, or was it implement already or will it be implented soon? :mrgreen:
These are the same bug causing warrior sounds to behave strangely, it's already fixed.

Re: Release candidate

PostPosted: 08 Jul 2014, 04:23
by sado1
Huh... I really didn't change it in the mappack :) My bad! kamrepos/map.php?id=122 this will do.

Re: Release candidate

PostPosted: 08 Jul 2014, 05:13
by vovets1
Now priorites are better, he have wooden frames, but just 5-10 seconds. Thank devs very much :)

Re: Release candidate

PostPosted: 09 Jul 2014, 05:52
by Ben
I forgot to submit my update to Nibenay Basin. Could you please add the updated version to the to-do list for future release?

Re: Release candidate

PostPosted: 10 Jul 2014, 02:24
by Lewin
I forgot to submit my update to Nibenay Basin. Could you please add the updated version to the to-do list for future release?
No worries, done :)

Re: Release candidate

PostPosted: 10 Jul 2014, 09:25
by Tiank
Not sure if it suppose to be like that, but when refreshing the server list with an open server with players (even if they've quit), dots on player list are visible:
Image
Server must be selected. Then click refresh.

Same thing when you select the server with players, quit to menu and enter MP menu again:
Image
Only now the dots are there all the time :).