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Re: Official KaM Remake Bugs topic

PostPosted: 29 Jul 2012, 14:23
by Lewin
Couldn't you make it so, that it first does the route for the leader, so the other units'll follow that, then calculate each individuals route, and lastly checks what it needs to do in order to adjust the current route to the calculated route?
Yes we could, but it's quite complicated to do that for many reasons, partly because you have to ensure that every computer in a multiplayer game switches to the proper route at the same time or they'll become out of sync. Also, what do you mean by following the leader's route? They can't follow his route unless they are standing on the start tile of his route, and they could also be quite a long way away from the leader if you linked up a new member from your barracks or something. And switching from your leader's route to your own route isn't simple either, (the routes might not cross) how does the computer do that?
Things are more complicated than they seem at first...
Interesting. I see that your route is much more effecient. You guys really think about every little detail, don't ya?
Well it's not "our" algorithm, :P A* is well known and widely used. If we didn't use it, pathfinding would be really slow and the game would lag a lot more even for simpler routes.
A* is a neat little optimization for Dijkstra, however it doesn't exploit the fact that a path in a K&M map can usually be described by at most 20 diagonal, horizontal and/or vertical lines. (in the original game that is, the different tile weights complicate matters a bit) I think that property can be used to find paths faster. I'll try and find some time this week to work it out :)
We're always interested to hear new ideas :)

Re: Official KaM Remake Bugs topic

PostPosted: 30 Jul 2012, 21:55
by Luki
Today i found probably a small bug: when mission time reached 24 hours, the game continue with 0:00 game time and after 25 hours i had 1 hour game time instead real 25 h. Maybe i write kinda odd, but cant find betters words now. I hope you will understand what i mean ;]

Re: Official KaM Remake Bugs topic

PostPosted: 31 Jul 2012, 01:43
by Lewin
Today i found probably a small bug: when mission time reached 24 hours, the game continue with 0:00 game time and after 25 hours i had 1 hour game time instead real 25 h. Maybe i write kinda odd, but cant find betters words now. I hope you will understand what i mean ;]
That's already been fixed, thanks for reporting :)

Re: Official KaM Remake Bugs topic

PostPosted: 31 Jul 2012, 20:16
by Wimse
I was playing border rivers 4P today and was starting on my iron mines just to see that I could build a smelter before they were even done. I've seen some talk about unlocking multiple buildings at a time but I don't think that would be implemented on this line. I got a replay but doubtful how much information I that could give you. Best bet I got was that I finished digging the building and finished a pig farm at about the same time. However that would be a wild guess xD

Re: Official KaM Remake Bugs topic

PostPosted: 05 Aug 2012, 10:09
by Thomas
Hi Remake-Team,

I found out some little graphical bugs while playing TSK campaigns yesterday:

1) Some words do not fit anymore into the goods distribution menu (German language). I think this is due to the support of lower screen resulutions now, because it was ok for the old release:
Warenverteilung.jpg
2) And then I noticed that some little bush was in front of my woodcutter's house.
Busch.jpg
Nothing really important but I thought you should know about ;)

PS: By the way, is there a possibilty to skip fighting maps in the campaign? It's really hard to win now due to archers being less strong.

Re: Official KaM Remake Bugs topic

PostPosted: 05 Aug 2012, 10:30
by Lewin
I was playing border rivers 4P today and was starting on my iron mines just to see that I could build a smelter before they were even done. I've seen some talk about unlocking multiple buildings at a time but I don't think that would be implemented on this line. I got a replay but doubtful how much information I that could give you. Best bet I got was that I finished digging the building and finished a pig farm at about the same time. However that would be a wild guess xD
Thank you, I will look into that replay and let you know what I find.
1) Some words do not fit anymore into the goods distribution menu (German language). I think this is due to the support of lower screen resulutions now, because it was ok for the old release:
Thanks for reporting that! The font was accidentally change to a bigger one so the text didn't fit. I have changed the font back. On a side note, German words are preposterously long :P Rüstungswerkstatt indeed...
2) And then I noticed that some little bush was in front of my woodcutter's house.
Unfortunately there are a few cases where this happens and it's very hard to fix it (it happened in the original too) Deciding on the order to render each image is very hard because you can't always tell what will look like it should go over something else.
PS: By the way, is there a possibilty to skip fighting maps in the campaign? It's really hard to win now due to archers being less strong.
Press F11 -> On the main menu: Debug -> Debug cheats, then press the letter V on the keyboard and you will win ;) You can turn off debug cheats afterwards and press F11 to hide the debugging menu.

Re: Official KaM Remake Bugs topic

PostPosted: 05 Aug 2012, 11:54
by Luki
I found useless farm on TSK 9 :

Image

Uploaded with ImageShack.us

It should be remove, or add fields near. :wink:

Re: Official KaM Remake Bugs topic

PostPosted: 05 Aug 2012, 12:43
by Lewin
I was playing border rivers 4P today and was starting on my iron mines just to see that I could build a smelter before they were even done. I've seen some talk about unlocking multiple buildings at a time but I don't think that would be implemented on this line. I got a replay but doubtful how much information I that could give you. Best bet I got was that I finished digging the building and finished a pig farm at about the same time. However that would be a wild guess xD
This was a bug in the map file, the iron smelter was allowed at the start of the mission for the bottom left position. I have fixed it, thanks again for reporting :)
I found useless farm on TSK 9 :
I've reported it to Litude who is coordinating SR3 the fan made patch to TPR. At the moment we use SR3 files for the campaigns in the Remake (with balance fixes added).

Re: Official KaM Remake Bugs topic

PostPosted: 09 Aug 2012, 22:34
by T*AnTi-V!RuZz
On Neighborhood Clash:

Image

Got the message that said 'Your stone masons are out of stone' (something like that), while there's enough stone to dig..

Re: Official KaM Remake Bugs topic

PostPosted: 09 Aug 2012, 23:34
by Lewin
On Neighborhood Clash:
Got the message that said 'Your stone masons are out of stone' (something like that), while there's enough stone to dig..
There is no stone the stonemason can mine there. The bottom of each strip is too steep to stand on, and as you know the stonemason only mines from the bottom of the hill. It's something that the map make should try to improve (make the hill less steep) and someone was also making us sprites of the stonemason mining from the side so that would sort it out too (it would be quite a big change to the game, but I think worth it for cases like this)

Re: Official KaM Remake Bugs topic

PostPosted: 10 Aug 2012, 07:45
by Piko
This bug is fixed in new version of map.

Re: Official KaM Remake Bugs topic

PostPosted: 10 Aug 2012, 09:12
by T*AnTi-V!RuZz
This bug is fixed in new version of map.
Nice.

Re: Official KaM Remake Bugs topic

PostPosted: 15 Aug 2012, 11:29
by Remake 2012
Bug ?
In Editor KAM:
Image
When you put the mushroom 157 - you can not build anything over it, or make the road.

Re: Official KaM Remake Bugs topic

PostPosted: 15 Aug 2012, 11:37
by Lewin
Bug ?
In Editor KAM:
When you put the mushroom 157 - you can not build anything over it, or make the road.
There are two versions of that mushroom. 157 can't be walked/built on, but 17 can. They look exactly the same. Same with the flowers, all the ones at the end of the list can't be walked/built on, but there are ones that are the same around 20 which can be.

This is how it is in KaM, we load the terrain objects resource file directly. I think they used these "blocked" versions of objects in areas they didn't want the player walking. In Krom's editor the flowers show with a red X so you know, in the Remake they don't do that (yet)

Re: Official KaM Remake Bugs topic

PostPosted: 16 Aug 2012, 09:24
by The Dark Lord
LOL I just watched the buglist, hahaha who reported this?
+ Fixed crash when watching Credits page for more than 28min
Haha and I like this one as well:
+ Woodcutter should take his axe with him from home when he is going out to chop trees