PostPosted: 13 Feb 2010, 11:00
After about 30 minutes of game it shows unclosable "range check error" window. Also, is it meant to drain all the 100% of CPU resources?
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Stuck as in 'can't walk through each other'? That's a good thing indeed. And I noticed they pass each other much, much faster than in the original KaM.
After about 30 minutes of game it shows unclosable "range check error" window.
Also, is it meant to drain all the 100% of CPU resources?
In the first single player map, Across the Desert. I had a crash twice regarding the troop movement. It mentioned the following message:
Sometimes a message "123" with a symbol of a head is being sent at the beginning
Problem with detecting water in the fisherman's hut (no nearby water message), e.g. check the mission 7 TSK modification included to the remake
Soldiers' control buttons sometimes just don't work
Messages similar to the one posted by TRB, happened after some hours of game, causing weird serfs' behavior - e.g. taking the wine barrel out from the swine farm, or entering random location as the building, taking out random ware, and then "returning it" (to nowhere)
Some saves are impossible to load due to the range check error
Rectangle below cursor is not fixed (happens on GeForce GT240M, 195.62 drivers, no problem on older 6800XT / 91.47)
Demolishing the building manually exits from the building menu, unlike in KaM, where it takes back to the building selection
Load/Save buttons have different order, it's a bit confusing
I would like more information about this bug. What circumstances cause it? Is it only after a soldier dies? (that seems quite likely based on the info you gave me) I would quite like to see the save file if possible, thanks.
That is a debugging feature we never removed for the demo. Pressing the number buttons 5-0 will display a message of different types. You must have pressed 7.
I don't think this is a bug, I think the message you received was trying to tell you that there are no fish left. The same message is sent for both "No water found" and "Water found but there are no fish in it". However SR3 changed the message in one of the betas to say it is too far away from the water, rather than just something "Fisherman cannot catch more fish". These might have been the text files included in the demo. We could have two separate messages if people think that would be better.
The messages seem to be working correctly for me, please correct me if I'm wrong and this isn't the problem.
Please give me more information. In what way don't they work? Which buttons? (all of them or just some?) Any specific circumstances that cause it? Remember that troop behaviour might be different to KaM, sometimes unintentionally. Also the troop interface was one of the last things implemented before the demo, so it hasn't been as rigorously tested as the other features.
Ok, it is not after a soldier dies. I was simply moving my horses around, exploring. Apart from that, I was also building a school to the right of my warehouse. I'm not certain if that could have been the cause of the bug. I will send you an email with the log and sav file.
It shows "hut is too far away from water" on included mission 7 TSK for me.
It sometimes happens to all of the buttons after doing something with a message (e.g. deleting).
Oh and I had the same bug as TRB (in the same mission), the message shows the coordinates of the lake in the middle of the map.
I had a message saying that the fishermans hut was too far away from water, but it is right next to it. It could be that there was no fish in the water to start with, but the message is definitely not correct in this case.
I had a similar message regarding the paths, but this time it was a serf causing the crash. "Unit Serf unable to walk a route from (89;95) to (101;95) during task Delivering since the route is unbuilt". I will send you the log and sav files for this bug.
When the Farmers seed, it takes quite some time before the seeds appear. It shows up after about two more seedings by the Farmer. Also if the corn is fullgrown, the Farmers somehow wait about a minute until they start harvesting.
I also noticed that the corn is no longer growing in straight lines sweeping across the map from top to bottom, which was the case in the original KaM, but I think this is your intention.
When a Laborer is digging a building site, the ground already levels just before he starts digging. Furthermore, when he is done digging the whole building, the laborer first has to walk back to the entry of the building before the resources are brought to the building. In the original KaM the laborer would simply stand still, when he was done, which seems more efficient to me.
Also when a Laborer is building a road(after receving the stone) he is standing still for a second when he is finished, with the hammer in his hand. In the original KaM, the laborer would return to his normal state(with the shovel) right after the final road appears.
Serfs that bring resources to buildings sites, must stand in front of the entry of the building, to drop their resources. In the original KaM, they could drop their resources diagonally towards the entry, which can decrease building time and speed up delivery.
What do you mean? What is the straight line? The tiles of the field or the corn plant growing in the field? I don't understand. Can you make a screenshot comparison?